In 0 A.D., entities (units and buildings and other world objects) consist of a collection of components, each of which determines part of the entity's behaviour. Entity template XML files specify the list of components that are loaded for each entity type, plus initialisation data for the components.
This page lists the components that can be added to entities and the XML syntax for their initialisation data.
Available components:
<element name="AIProxy"> <interleave> <empty/> </interleave> </element>
List
Classes of entities which are affected by this alert raiser.
Value type: text.
datatype
Required value: tokens
Value type: integer.
Value type: integer.
Value type: integer.
<element name="AlertRaiser"> <interleave> <element name="List"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="RaiseAlertRange"> <data type="integer"/> </element> <element name="EndOfAlertRange"> <data type="integer"/> </element> <element name="SearchRange"> <data type="integer"/> </element> </interleave> </element>
Controls the attack abilities and strengths of the unit.
<Attack> <Melee> <AttackName>Spear</AttackName> <Damage> <Hack>10.0</Hack> <Pierce>0.0</Pierce> <Crush>5.0</Crush> </Damage> <MaxRange>4.0</MaxRange> <RepeatTime>1000</RepeatTime> <Bonuses> <Bonus1> <Civ>pers</Civ> <Classes>Infantry</Classes> <Multiplier>1.5</Multiplier> </Bonus1> <BonusCavMelee> <Classes>Cavalry Melee</Classes> <Multiplier>1.5</Multiplier> </BonusCavMelee> </Bonuses> <RestrictedClasses datatype="tokens">Champion</RestrictedClasses> <PreferredClasses datatype="tokens">Cavalry Infantry</PreferredClasses> </Melee> <Ranged> <AttackName>Bow</AttackName> <Damage> <Hack>0.0</Hack> <Pierce>10.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>44.0</MaxRange> <MinRange>20.0</MinRange> <Origin> <X>0</X> <Y>10.0</Y> <Z>0</Z> </Origin> <PrepareTime>800</PrepareTime> <RepeatTime>1600</RepeatTime> <EffectDelay>1000</EffectDelay> <Bonuses> <Bonus1> <Classes>Cavalry</Classes> <Multiplier>2</Multiplier> </Bonus1> </Bonuses> <Projectile> <Speed>50.0</Speed> <Spread>2.5</Spread> <ActorName>props/units/weapons/rock_flaming.xml</ActorName> <ImpactActorName>props/units/weapons/rock_explosion.xml</ImpactActorName> <ImpactAnimationLifetime>0.1</ImpactAnimationLifetime> <FriendlyFire>false</FriendlyFire> </Projectile> <RestrictedClasses datatype="tokens">Champion</RestrictedClasses> <Splash> <Shape>Circular</Shape> <Range>20</Range> <FriendlyFire>false</FriendlyFire> <Damage> <Hack>0.0</Hack> <Pierce>10.0</Pierce> <Crush>0.0</Crush> </Damage> </Splash> </Ranged> <Slaughter> <Damage> <Hack>1000.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> </Damage> <RepeatTime>1000</RepeatTime> <MaxRange>4.0</MaxRange> </Slaughter> </Attack>
Currently one of Melee, Ranged, Capture or Slaughter.
AttackName
Name of the attack, to be displayed in the GUI. Optionally includes a translate context attribute.
Value type: text.
context
Value type: text.
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ApplyStatus
Effects like poisoning or burning a unit.
The name must have a matching JSON file in data/status_effects.
Duration
Optional.
The duration of the status while the effect occurs.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
Interval between the occurrences of the effect.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Modifiers
Optional.
List of modifiers.
Paths
Space separated value paths to modify.
Value type: text.
datatype
Required value: tokens
Affects
An array of classes to affect.
Value type: text.
datatype
Required value: tokens
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: text.
Stackability
Defines how this status effect stacks, i.e. how subsequent status effects of the same kind are handled. Choices are: “Ignore”, which means a new one is ignored, “Extend”, which means the duration of a new one is added to the already active status effect, “Replace”, which means the currently active status effect is removed and the new one is put in place and “Stack”, which means that the status effect can be added multiple times.
Value is one of:
Ignore
Extend
Replace
Stack
Civ
Optional.
If an entity has this civ then the bonus is applied.
Value type: text.
Classes
If an entity has all these classes then the bonus is applied.
Value type: text.
Multiplier
The effect strength is multiplied by this.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
MaxRange
Maximum attack range (in metres).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
MinRange
Optional.
Minimum attack range (in metres). Defaults to 0.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Origin
Optional.
The offset from which the attack occurs, relative to the entity position. Defaults to {0,0,0}.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: text.
Value type: text.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
PrepareTime
Optional.
Time from the start of the attack command until the attack actually occurs (in milliseconds). This value relative to RepeatTime should closely match the "event" point in the actor's attack animation. Defaults to 0.
Value type: non-negative integer (e.g. 0
or 5
).
RepeatTime
Time between attacks (in milliseconds). The attack animation will be stretched to match this time.
Value type: positive integer (e.g. 1
or 5
).
EffectDelay
Optional.
Delay of applying the effects, in milliseconds after the attack has landed. Defaults to 0.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Shape
Shape of the splash damage, can be circular or linear.
Value type: text.
Range
Size of the area affected by the splash.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
FriendlyFire
Whether the splash damage can hurt non enemy units.
Value type: boolean (true
or false
).
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ApplyStatus
Effects like poisoning or burning a unit.
The name must have a matching JSON file in data/status_effects.
Duration
Optional.
The duration of the status while the effect occurs.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
Interval between the occurrences of the effect.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Modifiers
Optional.
List of modifiers.
Paths
Space separated value paths to modify.
Value type: text.
datatype
Required value: tokens
Affects
An array of classes to affect.
Value type: text.
datatype
Required value: tokens
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: text.
Stackability
Defines how this status effect stacks, i.e. how subsequent status effects of the same kind are handled. Choices are: “Ignore”, which means a new one is ignored, “Extend”, which means the duration of a new one is added to the already active status effect, “Replace”, which means the currently active status effect is removed and the new one is put in place and “Stack”, which means that the status effect can be added multiple times.
Value is one of:
Ignore
Extend
Replace
Stack
Civ
Optional.
If an entity has this civ then the bonus is applied.
Value type: text.
Classes
If an entity has all these classes then the bonus is applied.
Value type: text.
Multiplier
The effect strength is multiplied by this.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Speed
Speed of projectiles (in meters per second).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Spread
Standard deviation of the bivariate normal distribution of hits at 100 meters. A disk at 100 meters from the attacker with this radius (2x this radius, 3x this radius) is expected to include the landing points of 39.3% (86.5%, 98.9%) of the rounds.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Gravity
The gravity affecting the projectile. This affects the shape of the flight curve.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
FriendlyFire
Whether stray missiles can hurt non enemy units.
Value type: boolean (true
or false
).
LaunchPoint
Optional.
Delta from the unit position where to launch the projectile.
y
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
ActorName
Optional.
actor of the projectile animation.
Value type: text.
ImpactActorName
Optional.
actor of the projectile impact animation.
Value type: text.
ImpactAnimationLifetime
Optional.
length of the projectile impact animation.
Value type: positive decimal (e.g. 1.0
or 2.5
).
PreferredClasses
Optional.
Space delimited list of classes preferred for attacking. If an entity has any of theses classes, it is preferred. The classes are in descending order of preference.
Value type: text.
datatype
Required value: tokens
RestrictedClasses
Optional.
Space delimited list of classes that cannot be attacked by this entity. If target entity has any of these classes, it cannot be attacked.
Value type: text.
datatype
Required value: tokens
<element name="Attack"> <interleave> <oneOrMore> <element> <anyName/> <interleave> <element name="AttackName"> <optional> <attribute name="context"> <text/> </attribute> </optional> <text/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> <element name="ApplyStatus"> <oneOrMore> <element> <anyName/> <interleave> <optional> <element name="Duration"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <interleave> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> </choice> </oneOrMore> </interleave> </optional> <optional> <element name="Modifiers"> <oneOrMore> <element> <anyName/> <interleave> <element name="Paths"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="Affects"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <choice> <element name="Add"> <data type="decimal"/> </element> <element name="Multiply"> <data type="decimal"/> </element> <element name="Replace"> <text/> </element> </choice> </interleave> </element> </oneOrMore> </element> </optional> <element name="Stackability"> <choice> <value>Ignore</value> <value>Extend</value> <value>Replace</value> <value>Stack</value> </choice> </element> </interleave> </element> </oneOrMore> </element> </choice> </oneOrMore> <optional> <element name="Bonuses"> <zeroOrMore> <element> <anyName/> <interleave> <optional> <element name="Civ"> <text/> </element> </optional> <element name="Classes"> <text/> </element> <element name="Multiplier"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </zeroOrMore> </element> </optional> <element name="MaxRange"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="MinRange"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="Origin"> <interleave> <element name="X"> <ref name="nonNegativeDecimal"/> </element> <element name="Y"> <ref name="nonNegativeDecimal"/> </element> <element name="Z"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </optional> <optional> <element name="RangeOverlay"> <interleave> <element name="LineTexture"> <text/> </element> <element name="LineTextureMask"> <text/> </element> <element name="LineThickness"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </optional> <optional> <element name="PrepareTime"> <data type="nonNegativeInteger"/> </element> </optional> <element name="RepeatTime"> <data type="positiveInteger"/> </element> <optional> <element name="EffectDelay"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="Splash"> <interleave> <element name="Shape"> <text/> </element> <element name="Range"> <ref name="nonNegativeDecimal"/> </element> <element name="FriendlyFire"> <data type="boolean"/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> <element name="ApplyStatus"> <oneOrMore> <element> <anyName/> <interleave> <optional> <element name="Duration"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <interleave> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> </choice> </oneOrMore> </interleave> </optional> <optional> <element name="Modifiers"> <oneOrMore> <element> <anyName/> <interleave> <element name="Paths"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="Affects"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <choice> <element name="Add"> <data type="decimal"/> </element> <element name="Multiply"> <data type="decimal"/> </element> <element name="Replace"> <text/> </element> </choice> </interleave> </element> </oneOrMore> </element> </optional> <element name="Stackability"> <choice> <value>Ignore</value> <value>Extend</value> <value>Replace</value> <value>Stack</value> </choice> </element> </interleave> </element> </oneOrMore> </element> </choice> </oneOrMore> <optional> <element name="Bonuses"> <zeroOrMore> <element> <anyName/> <interleave> <optional> <element name="Civ"> <text/> </element> </optional> <element name="Classes"> <text/> </element> <element name="Multiplier"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </zeroOrMore> </element> </optional> </interleave> </element> </optional> <optional> <element name="Projectile"> <interleave> <element name="Speed"> <ref name="positiveDecimal"/> </element> <element name="Spread"> <ref name="nonNegativeDecimal"/> </element> <element name="Gravity"> <ref name="nonNegativeDecimal"/> </element> <element name="FriendlyFire"> <data type="boolean"/> </element> <optional> <element name="LaunchPoint"> <attribute name="y"> <data type="decimal"/> </attribute> </element> </optional> <optional> <element name="ActorName"> <text/> </element> </optional> <optional> <element name="ImpactActorName"> <text/> </element> <element name="ImpactAnimationLifetime"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> </optional> <optional> <element name="PreferredClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <optional> <element name="RestrictedClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> </interleave> </element> </oneOrMore> </interleave> </element>
Detects incoming attacks.
<AttackDetection/>
SuppressionTransferRange
Any attacks within this range in meters will replace the previous attack suppression.
Value type: positive decimal (e.g. 1.0
or 2.5
).
SuppressionRange
Other attacks within this range in meters will not be registered.
Value type: positive decimal (e.g. 1.0
or 2.5
).
SuppressionTime
Other attacks within this time in milliseconds will not be registered.
Value type: positive integer (e.g. 1
or 5
).
<element name="AttackDetection"> <interleave> <element name="SuppressionTransferRange"> <ref name="positiveDecimal"/> </element> <element name="SuppressionRange"> <ref name="positiveDecimal"/> </element> <element name="SuppressionTime"> <data type="positiveInteger"/> </element> </interleave> </element>
datatype
Required value: tokens
<element name="Auras"> <interleave> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </interleave> </element>
Defines whether the entity can be built by itself.
<AutoBuildable> <Rate>1.0</Rate> </AutoBuildable>
Rate
The rate at which the building autobuilds.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="AutoBuildable"> <interleave> <element name="Rate"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Detects the occurrence of battles.
<BattleDetection/>
TimerInterval
Duration of one timer period. Interval over which damage should be recorded in milliseconds.
Value type: positive integer (e.g. 1
or 5
).
RecordLength
Record length. Number of timer cycles over which damage rate should be calculated.
Value type: positive integer (e.g. 1
or 5
).
DamageRateThreshold
Damage rate at which alertness is increased.
Value type: positive decimal (e.g. 1.0
or 2.5
).
AlertnessBattleThreshold
Alertness at which the player is considered in battle.
Value type: positive decimal (e.g. 1.0
or 2.5
).
AlertnessPeaceThreshold
Alertness at which the player is considered at peace.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
AlertnessMax
Maximum alertness level.
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="BattleDetection"> <interleave> <element name="TimerInterval"> <data type="positiveInteger"/> </element> <element name="RecordLength"> <data type="positiveInteger"/> </element> <element name="DamageRateThreshold"> <ref name="positiveDecimal"/> </element> <element name="AlertnessBattleThreshold"> <ref name="positiveDecimal"/> </element> <element name="AlertnessPeaceThreshold"> <ref name="nonNegativeDecimal"/> </element> <element name="AlertnessMax"> <ref name="positiveDecimal"/> </element> </interleave> </element>
Specifies building placement restrictions as they relate to terrain, territories, and distance.
<BuildRestrictions> <BuildRestrictions> <PlacementType>land</PlacementType> <Territory>own</Territory> <Category>Structure</Category> <Distance> <FromClass>CivilCentre</FromClass> <MaxDistance>40</MaxDistance> </Distance> </BuildRestrictions> </BuildRestrictions>
PlacementType
Specifies the terrain type restriction for this building.
Value is one of:
land
shore
land-shore
Territory
Specifies territory type restrictions for this building.
Value is one of:
own
ally
neutral
enemy
Category
Specifies the category of this building, for satisfying special constraints. Choices include: Academy, ArmyCamp, CivilCentre, Colony, Council, Dock, Embassy, Fortress, Gladiator, GreatTower, ImperialCourt, ImperialMinistry, Library, Lighthouse, Monument, Palace, Pillar, PyramidLarge, RotaryMill, Stoa, Structure, TempleOfAmun, TempleOfVesta, Theater, Tower, Wall, Wonder, Yakhchal.
Value type: text.
MatchLimit
Optional.
Specifies how many times this entity can be created during a match.
Value type: positive integer (e.g. 1
or 5
).
Distance
Optional.
Specifies distance restrictions on this building, relative to buildings from the given category.
Value type: text.
Value type: positive integer (e.g. 1
or 5
).
Value type: positive integer (e.g. 1
or 5
).
<element name="BuildRestrictions"> <interleave> <element name="PlacementType"> <choice> <value>land</value> <value>shore</value> <value>land-shore</value> </choice> </element> <element name="Territory"> <list> <oneOrMore> <choice> <value>own</value> <value>ally</value> <value>neutral</value> <value>enemy</value> </choice> </oneOrMore> </list> </element> <element name="Category"> <text/> </element> <optional> <element name="MatchLimit"> <data type="positiveInteger"/> </element> </optional> <optional> <element name="Distance"> <interleave> <element name="FromClass"> <text/> </element> <optional> <element name="MinDistance"> <data type="positiveInteger"/> </element> </optional> <optional> <element name="MaxDistance"> <data type="positiveInteger"/> </element> </optional> </interleave> </element> </optional> </interleave> </element>
Allows the unit to construct and repair buildings.
<Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}/barracks structures/{native}/civil_centre structures/pers/apadana </Entities> </Builder>
Rate
Construction speed multiplier (1.0 is normal speed, higher values are faster).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Entities
Space-separated list of entity template names that this unit can build. The special string "{civ}" will be automatically replaced by the civ code of the unit's owner, while the string "{native}" will be automatically replaced by the unit's civ code. This element can also be empty, in which case no new foundations may be placed by the unit, but they can still repair existing buildings.
Value type: text.
datatype
Required value: tokens
<element name="Builder"> <interleave> <element name="Rate"> <ref name="positiveDecimal"/> </element> <element name="Entities"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </interleave> </element>
Value type: non-negative integer (e.g. 0
or 5
).
MaxArrowCount
Optional.
Limit the number of arrows to a certain amount.
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
GarrisonArrowClasses
Add extra arrows for this class list.
Value type: text.
<element name="BuildingAI"> <interleave> <element name="DefaultArrowCount"> <data type="nonNegativeInteger"/> </element> <optional> <element name="MaxArrowCount"> <data type="nonNegativeInteger"/> </element> </optional> <element name="GarrisonArrowMultiplier"> <ref name="nonNegativeDecimal"/> </element> <element name="GarrisonArrowClasses"> <text/> </element> </interleave> </element>
CapturePoints
Maximum capture points.
Value type: positive decimal (e.g. 1.0
or 2.5
).
RegenRate
Number of capture points that are regenerated per second in favour of the owner.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
GarrisonRegenRate
Factor how much each garrisoned entity will add capture points to the regeneration per second in favour of the owner.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Capturable"> <interleave> <element name="CapturePoints"> <ref name="positiveDecimal"/> </element> <element name="RegenRate"> <ref name="nonNegativeDecimal"/> </element> <element name="GarrisonRegenRate"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Specifies the construction/training costs of this entity.
<Cost> <Population>1</Population> <BuildTime>20.0</BuildTime> <Resources> <food>50</food> <wood>0</wood> <stone>0</stone> <metal>25</metal> </Resources> </Cost>
Population
Population cost.
Value type: non-negative integer (e.g. 0
or 5
).
BuildTime
Time taken to construct/train this entity (in seconds).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Resources
Resource costs to construct/train this entity.
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
<element name="Cost"> <interleave> <element name="Population"> <data type="nonNegativeInteger"/> </element> <element name="BuildTime"> <ref name="nonNegativeDecimal"/> </element> <element name="Resources"> <interleave> <optional> <element name="food"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="wood"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="stone"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="metal"> <data type="nonNegativeInteger"/> </element> </optional> </interleave> </element> </interleave> </element>
When a unit or building is destroyed, it inflicts damage to nearby units.
<DeathDamage> <Shape>Circular</Shape> <Range>20</Range> <FriendlyFire>false</FriendlyFire> <Damage> <Hack>0.0</Hack> <Pierce>10.0</Pierce> <Crush>50.0</Crush> </Damage> </DeathDamage>
Shape
Shape of the splash damage, can be circular.
Value type: text.
Range
Size of the area affected by the splash.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
FriendlyFire
Whether the splash damage can hurt non enemy units.
Value type: boolean (true
or false
).
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ApplyStatus
Effects like poisoning or burning a unit.
The name must have a matching JSON file in data/status_effects.
Duration
Optional.
The duration of the status while the effect occurs.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
Interval between the occurrences of the effect.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
One or more elements describing damage types.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Capture points value.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Modifiers
Optional.
List of modifiers.
Paths
Space separated value paths to modify.
Value type: text.
datatype
Required value: tokens
Affects
An array of classes to affect.
Value type: text.
datatype
Required value: tokens
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: text.
Stackability
Defines how this status effect stacks, i.e. how subsequent status effects of the same kind are handled. Choices are: “Ignore”, which means a new one is ignored, “Extend”, which means the duration of a new one is added to the already active status effect, “Replace”, which means the currently active status effect is removed and the new one is put in place and “Stack”, which means that the status effect can be added multiple times.
Value is one of:
Ignore
Extend
Replace
Stack
Civ
Optional.
If an entity has this civ then the bonus is applied.
Value type: text.
Classes
If an entity has all these classes then the bonus is applied.
Value type: text.
Multiplier
The effect strength is multiplied by this.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="DeathDamage"> <interleave> <element name="Shape"> <text/> </element> <element name="Range"> <ref name="nonNegativeDecimal"/> </element> <element name="FriendlyFire"> <data type="boolean"/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> <element name="ApplyStatus"> <oneOrMore> <element> <anyName/> <interleave> <optional> <element name="Duration"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <interleave> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> </choice> </oneOrMore> </interleave> </optional> <optional> <element name="Modifiers"> <oneOrMore> <element> <anyName/> <interleave> <element name="Paths"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="Affects"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <choice> <element name="Add"> <data type="decimal"/> </element> <element name="Multiply"> <data type="decimal"/> </element> <element name="Replace"> <text/> </element> </choice> </interleave> </element> </oneOrMore> </element> </optional> <element name="Stackability"> <choice> <value>Ignore</value> <value>Extend</value> <value>Replace</value> <value>Stack</value> </choice> </element> </interleave> </element> </oneOrMore> </element> </choice> </oneOrMore> <optional> <element name="Bonuses"> <zeroOrMore> <element> <anyName/> <interleave> <optional> <element name="Civ"> <text/> </element> </optional> <element name="Classes"> <text/> </element> <element name="Multiplier"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </zeroOrMore> </element> </optional> </interleave> </element>
Active
If false, the entity will not do any decaying.
Value type: boolean (true
or false
).
SinkingAnim
If true, the entity will decay in a ship-like manner.
Value type: boolean (true
or false
).
DelayTime
Time to wait before starting to sink, in seconds.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
SinkRate
Initial rate of sinking, in metres per second.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
SinkAccel
Acceleration rate of sinking, in metres per second per second.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Decay"> <interleave> <element name="Active"> <data type="boolean"/> </element> <element name="SinkingAnim"> <data type="boolean"/> </element> <element name="DelayTime"> <ref name="nonNegativeDecimal"/> </element> <element name="SinkRate"> <ref name="nonNegativeDecimal"/> </element> <element name="SinkAccel"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
SharedLosTech
Allies will share los when this technology is researched. Leave empty to never share LOS.
Value type: text.
SharedDropsitesTech
Allies will share dropsites when this technology is researched. Leave empty to never share dropsites.
Value type: text.
<element name="Diplomacy"> <interleave> <element name="SharedLosTech"> <text/> </element> <element name="SharedDropsitesTech"> <text/> </element> </interleave> </element>
Specifies per category limits on number of entities (buildings or units) that can be created for each player
<EntityLimits> <Limits> <Palace>1</Palace> <Fortress>10</Fortress> <Hero>1</Hero> <Monument>5</Monument> <Tower>25</Tower> <Wonder>1</Wonder> </Limits> <LimitChangers> <Monument> <CivilCentre>2</CivilCentre> </Monument> </LimitChangers> <LimitRemovers> <CivilCentre> <RequiredTechs datatype="tokens">town_phase</RequiredTechs> </CivilCentre> </LimitRemovers> </EntityLimits>
Limits
List of building/unit(s) requirements on which to apply a specific limit.
Specifies a category of building/unit on which to apply this limit. See BuildRestrictions/TrainingRestrictions for possible categories.
Value type: integer.
LimitChangers
List of building/unit(s) requirements that can change a specific limit.
Specifies a category of building/unit on which to apply this limit. See BuildRestrictions/TrainingRestrictions for possible categories.
Specifies the class that changes the entity limit.
Value type: integer.
LimitRemovers
List of building/unit(s) requirements to lift a specific limit.
Specifies a category of building/unit on which to remove this limit. The limit will be removed if all the followings requirements are satisfied.
Possible requirements are: RequiredTechs and RequiredClasses.
Value type: text.
datatype
Required value: tokens
<element name="EntityLimits"> <interleave> <element name="Limits"> <zeroOrMore> <element> <anyName/> <data type="integer"/> </element> </zeroOrMore> </element> <element name="LimitChangers"> <zeroOrMore> <element> <anyName/> <zeroOrMore> <element> <anyName/> <data type="integer"/> </element> </zeroOrMore> </element> </zeroOrMore> </element> <element name="LimitRemovers"> <zeroOrMore> <element> <anyName/> <oneOrMore> <element> <anyName/> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </oneOrMore> </element> </zeroOrMore> </element> </interleave> </element>
Allows this entity to be replaced by mirage entities in the fog-of-war.
<element name="Fogging"> <interleave> <empty/> </interleave> </element>
Approximation of the entity's shape, for collision detection and may be used for outline rendering or to determine selectable bounding box. Shapes are flat horizontal squares or circles, extended vertically to a given height.
<Footprint> <Square width="3.0" height="3.0"/> <Height>0.0</Height> <MaxSpawnDistance>8</MaxSpawnDistance> </Footprint>
<Footprint> <Circle radius="0.5"/> <Height>0.0</Height> <MaxSpawnDistance>8</MaxSpawnDistance> </Footprint>
Square
Set the footprint to a square of the given size.
width
Size of the footprint along the left/right direction (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
depth
Size of the footprint along the front/back direction (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Circle
Set the footprint to a circle of the given size.
radius
Radius of the footprint (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Height
Vertical extent of the footprint (in metres).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
MaxSpawnDistance
Optional.
Farthest distance units can spawn away from the edge of this entity.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Footprint"> <interleave> <choice> <element name="Square"> <attribute name="width"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> <attribute name="depth"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> <element name="Circle"> <attribute name="radius"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> </choice> <element name="Height"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="MaxSpawnDistance"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element>
RequiredMemberCount
Minimum number of entities the formation should contain (at least 2).
Value type: integer.
DisabledTooltip
Tooltip shown when the formation is disabled.
Value type: text.
SpeedMultiplier
The speed of the formation is determined by the minimum speed of all members, multiplied with this number.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
FormationShape
Formation shape, currently supported are square, triangle and special, where special will be defined in the source code.
Value type: text.
MaxTurningAngle
The turning angle in radian under which the formation attempts to turn and over which the formation positions are recomputed.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ShiftRows
Set the value to true to shift subsequent rows.
Value type: text.
SortingClasses
Classes will be added to the formation in this order. Where the classes will be added first depends on the formation.
Value type: text.
SortingOrder
Optional.
The order of sorting. This defaults to an order where the formation is filled from the first row to the last, and each row from the center to the sides. Other possible sort orders are “fillFromTheSides”, where the most important units are on the sides of each row, and “fillToTheCenter”, where the most vulnerable units are in the center of the formation.
Value type: text.
WidthDepthRatio
Average width-to-depth ratio, counted in number of units.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Sloppiness
The maximum difference between the actual and the perfectly aligned formation position, in meters.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
MinColumns
Optional.
When possible, this number of columns will be created. Overriding the wanted width-to-depth ratio.
Value type: non-negative integer (e.g. 0
or 5
).
MaxColumns
Optional.
When possible within the number of units, and the maximum number of rows, this will be the maximum number of columns.
Value type: non-negative integer (e.g. 0
or 5
).
MaxRows
Optional.
The maximum number of rows in the formation.
Value type: non-negative integer (e.g. 0
or 5
).
CenterGap
Optional.
The size of the central gap, expressed in number of units wide.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
UnitSeparationWidthMultiplier
Place the units in the formation closer or further to each other. The standard separation is the footprint size.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
UnitSeparationDepthMultiplier
Place the units in the formation closer or further to each other. The standard separation is the footprint size.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
AnimationVariants
Give a list of animation variants to use for the particular formation members, based on their positions.
Value type: text.
<element name="Formation"> <interleave> <element name="RequiredMemberCount"> <data type="integer"> <param name="minInclusive">2</param> </data> </element> <element name="DisabledTooltip"> <text/> </element> <element name="SpeedMultiplier"> <ref name="nonNegativeDecimal"/> </element> <element name="FormationShape"> <text/> </element> <element name="MaxTurningAngle"> <ref name="nonNegativeDecimal"/> </element> <element name="ShiftRows"> <text/> </element> <element name="SortingClasses"> <text/> </element> <optional> <element name="SortingOrder"> <text/> </element> </optional> <element name="WidthDepthRatio"> <ref name="nonNegativeDecimal"/> </element> <element name="Sloppiness"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="MinColumns"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="MaxColumns"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="MaxRows"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="CenterGap"> <ref name="nonNegativeDecimal"/> </element> </optional> <element name="UnitSeparationWidthMultiplier"> <ref name="nonNegativeDecimal"/> </element> <element name="UnitSeparationDepthMultiplier"> <ref name="nonNegativeDecimal"/> </element> <element name="AnimationVariants"> <text/> </element> </interleave> </element>
Value type: text.
<element name="FormationAttack"> <interleave> <element name="CanAttackAsFormation"> <text/> </element> </interleave> </element>
BuildTimeModifier
Effect for having multiple builders.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Foundation"> <interleave> <element name="BuildTimeModifier"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Max
Maximum number of entities which can be garrisoned in this holder.
Value type: positive integer (e.g. 1
or 5
).
List
Classes of entities which are allowed to garrison in this holder (from Identity).
Value type: text.
datatype
Required value: tokens
EjectClassesOnDestroy
Classes of entities to be ejected on destroy. Others are killed.
Value type: text.
datatype
Required value: tokens
BuffHeal
Number of hitpoints that will be restored to this holder's garrisoned units each second.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
LoadingRange
The maximum distance from this holder at which entities are allowed to garrison. Should be about 2.0 for land entities and preferably greater for ships.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
EjectHealth
Optional.
Percentage of maximum health below which this holder no longer allows garrisoning.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Pickup
Optional.
This garrisonHolder will move to pick up units to be garrisoned.
Value type: boolean (true
or false
).
<element name="GarrisonHolder"> <interleave> <element name="Max"> <data type="positiveInteger"/> </element> <element name="List"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="EjectClassesOnDestroy"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="BuffHeal"> <ref name="nonNegativeDecimal"/> </element> <element name="LoadingRange"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="EjectHealth"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="Pickup"> <data type="boolean"/> </element> </optional> </interleave> </element>
Controls the garrisonability of an entity.
<Garrisonable> <Size>10</Size> </Garrisonable>
Size
Number of garrison slots the entity occupies.
Value type: non-negative integer (e.g. 0
or 5
).
<element name="Garrisonable"> <interleave> <element name="Size"> <data type="nonNegativeInteger"/> </element> </interleave> </element>
Controls behavior of wall gates
<Gate> <PassRange>20</PassRange> </Gate>
PassRange
Units must be within this distance (in meters) of the gate for it to open.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Gate"> <interleave> <element name="PassRange"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
<element name="Guard"> <interleave> <empty/> </interleave> </element>
Controls the healing abilities of the unit.
<Heal> <Range>20</Range> <RangeOverlay> <LineTexture>heal_overlay_range.png</LineTexture> <LineTextureMask>heal_overlay_range_mask.png</LineTextureMask> <LineThickness>0.35</LineThickness> </RangeOverlay> <Health>5</Health> <Interval>2000</Interval> <UnhealableClasses datatype="tokens">Cavalry</UnhealableClasses> <HealableClasses datatype="tokens">Support Infantry</HealableClasses> </Heal>
Range
Range (in metres) where healing is possible.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: text.
Value type: text.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Health
Health healed per Interval.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
A heal is performed every Interval ms.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
UnhealableClasses
If the target has any of these classes it can not be healed (even if it has a class from HealableClasses).
Value type: text.
datatype
Required value: tokens
HealableClasses
The target must have one of these classes to be healable.
Value type: text.
datatype
Required value: tokens
<element name="Heal"> <interleave> <element name="Range"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="RangeOverlay"> <interleave> <element name="LineTexture"> <text/> </element> <element name="LineTextureMask"> <text/> </element> <element name="LineThickness"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element> </optional> <element name="Health"> <ref name="nonNegativeDecimal"/> </element> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> <element name="UnhealableClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="HealableClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </interleave> </element>
Deals with hitpoints and death.
<Health> <Max>100</Max> <RegenRate>1.0</RegenRate> <IdleRegenRate>0</IdleRegenRate> <DeathType>corpse</DeathType> </Health>
Max
Maximum hitpoints.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Initial
Optional.
Initial hitpoints. Default if unspecified is equal to Max.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Name of the variant to select when health drops under the defined ratio.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
RegenRate
Hitpoint regeneration rate per second.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
IdleRegenRate
Hitpoint regeneration rate per second when idle or garrisoned.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
DeathType
Behaviour when the unit dies.
Value is one of:
vanish
corpse
remain
SpawnEntityOnDeath
Optional.
Entity template to spawn when this entity dies. Note: this is different than the corpse, which retains the original entity's appearance.
Value type: text.
Unhealable
Indicates that the entity can not be healed by healer units.
Value type: boolean (true
or false
).
<element name="Health"> <interleave> <element name="Max"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="Initial"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="DamageVariants"> <oneOrMore> <element> <anyName/> <data type="decimal"> <param name="minInclusive">0</param> <param name="maxInclusive">1</param> </data> </element> </oneOrMore> </element> </optional> <element name="RegenRate"> <data type="decimal"/> </element> <element name="IdleRegenRate"> <data type="decimal"/> </element> <element name="DeathType"> <choice> <value>vanish</value> <value>corpse</value> <value>remain</value> </choice> </element> <optional> <element name="SpawnEntityOnDeath"> <text/> </element> </optional> <element name="Unhealable"> <data type="boolean"/> </element> </interleave> </element>
Specifies various names and values associated with the entity, typically for GUI display to users.
<Identity> <Civ>athen</Civ> <GenericName>Athenian Hoplite</GenericName> <SpecificName>HoplÄ«ÌtÄs AthÄnaïkós</SpecificName> <Icon>units/athen_infantry_spearman.png</Icon> </Identity>
Civ
Civilization that this unit is primarily associated with, typically a 4-letter code. Choices include: gaia (world objects), skirm (skirmish map placeholders), athen (Athenians), brit (Britons), cart (Carthaginians), gaul (Gauls), han (Han Chinese), iber (Iberians), kush (Kushites), mace (Macedonians), maur (Mauryas), pers (Persians), ptol (Ptolemies), rome (Romans), sele (Seleucids), spart (Spartans).
Value type: text.
Lang
Optional.
Unit language for voices.
Value type: text.
Phenotype
Optional.
Unit phenotype for voices and visual. If more than one is specified a random one will be chosen.
Value type: text.
datatype
Required value: tokens
GenericName
Generic English-language name for this entity.
Value type: text.
SpecificName
Optional.
Specific native-language name for this entity.
Value type: text.
SelectionGroupName
Optional.
Name used to group ranked entities.
Value type: text.
Value type: text.
Value type: text.
Value is one of:
Basic
Advanced
Elite
Classes
Optional.
Optional list of space-separated classes applying to this entity. Choices include: AfricanElephant, AmunGuard, Animal, ApedemakGuard, Ashoka, Barter, Bireme, CitizenSoldier, CivCentre, CivSpecific, ConquestCritical, Domestic, DropsiteFood, DropsiteMetal, DropsiteStone, DropsiteWood, FastMoving, FemaleCitizen, Formation, Foundation, GarrisonFortress, Human, IndianElephant, Juggernaut, KushTrireme, MercenaryCamp, Organic, Player, PtolemyIV, Quinquereme, RotaryMill, SeaCreature, Spy, Structure, Trireme, Unit, WallLong, WallMedium, WallShort, WallTower.
Value type: text.
datatype
Required value: tokens
VisibleClasses
Optional.
Optional list of space-separated classes applying to this entity. These classes will also be visible in various GUI elements. Choices include: Academy, Amphitheater, Archer, ArmyCamp, Arsenal, ArtilleryTower, Axeman, Barracks, BoltShooter, BoltTower, Bribable, Builder, Camel, Cavalry, Champion, Chariot, Citizen, City, Civic, CivilCentre, Colony, Corral, Council, Crossbowman, Defensive, Dock, Dog, Economic, Elephant, ElephantStable, Embassy, Farmstead, Field, Fireship, FishingBoat, Forge, Fortress, Gate, Gladiator, GreatTower, Gymnasium, Hall, Healer, Heavy, Hero, House, IceHouse, Immortal, ImperialCourt, ImperialMinistry, Infantry, Javelineer, LaoziGate, Library, Light, Lighthouse, Maceman, Medium, Melee, Market, Mercenary, Military, Minister, Monument, Naval, Outpost, Palace, Palisade, Pikeman, Pillar, Pyramid, Ram, Range, Ranged, Relic, Resource, SentryTower, Ship, Shipyard, Shrine, Siege, SiegeTower, SiegeWall, Slave, Slinger, Soldier, Spearman, Stable, Stoa, StoneThrower, StoneTower, Storehouse, Support, Swordsman, Syssiton, Temple, TempleOfAmun, TempleOfApedemak, TempleOfMars, TempleOfVesta, Tent, Theater, Tower, Town, Trade, Trader, TriumphalArch, Trumpeter, Village, Wall, Warship, Wonder, Worker.
Value type: text.
datatype
Required value: tokens
Value type: text.
Requirements
Optional.
The requirements that ought to be met before this entity can be produced.
All
Requires all of the conditions to be met.
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Any
Requires at least one of the following conditions met.
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Tooltip
Optional.
A tooltip explaining the requirements.
Value type: text.
Controllable
Optional.
Whether players can control this entity. Defaults to true.
Value type: boolean (true
or false
).
Undeletable
Prevent players from deleting this entity.
Value type: boolean (true
or false
).
<element name="Identity"> <interleave> <element name="Civ"> <text/> </element> <optional> <element name="Lang"> <text/> </element> </optional> <optional> <element name="Phenotype"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <element name="GenericName"> <text/> </element> <optional> <element name="SpecificName"> <text/> </element> </optional> <optional> <element name="SelectionGroupName"> <text/> </element> </optional> <optional> <element name="Tooltip"> <text/> </element> </optional> <optional> <element name="History"> <text/> </element> </optional> <optional> <element name="Rank"> <choice> <value>Basic</value> <value>Advanced</value> <value>Elite</value> </choice> </element> </optional> <optional> <element name="Classes"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <optional> <element name="VisibleClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <element name="Icon"> <text/> </element> <optional> <element name="Requirements"> <optional> <choice> <element name="All"> <oneOrMore> <choice> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </oneOrMore> </element> <element name="Any"> <oneOrMore> <choice> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </oneOrMore> </element> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </optional> <optional> <element name="Tooltip"> <text/> </element> </optional> </element> </optional> <optional> <element name="Controllable"> <data type="boolean"/> </element> </optional> <element name="Undeletable"> <data type="boolean"/> </element> </interleave> </element>
Specifies the loot credited when this entity is killed.
<Loot> <xp>35</xp> <metal>10</metal> </Loot>
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
<element name="Loot"> <interleave> <interleave> <optional> <element name="food"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="wood"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="stone"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="metal"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="xp"> <data type="nonNegativeInteger"/> </element> </optional> </interleave> </interleave> </element>
<element name="Looter"> <interleave> <empty/> </interleave> </element>
TradeType
Specifies the type of possible trade route (land or naval).
Value is one of:
land
naval
InternationalBonus
Additional part of the gain donated when two different players trade.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Market"> <interleave> <element name="TradeType"> <list> <oneOrMore> <choice> <value>land</value> <value>naval</value> </choice> </oneOrMore> </list> </element> <element name="InternationalBonus"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Value is one of:
food
wood
stone
metal
structure
unit
support
hero
r
Value type: integer.
g
Value type: integer.
b
Value type: integer.
Icon
Optional.
Icon texture that should be displayed on a minimap. Filepath relative to art/textures/ui/session/icons/minimap/.
Value type: text.
size
Value type: float.
<element name="Minimap"> <interleave> <element name="Type"> <choice> <value>food</value> <value>wood</value> <value>stone</value> <value>metal</value> <value>structure</value> <value>unit</value> <value>support</value> <value>hero</value> </choice> </element> <optional> <element name="Color"> <attribute name="r"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> <attribute name="g"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> <attribute name="b"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> </element> </optional> <optional> <element name="Icon"> <attribute name="size"> <data type="float"> <param name="minExclusive">0</param> </data> </attribute> <text/> </element> </optional> </interleave> </element>
Mirage entities replace real entities in the fog-of-war.
<element name="Mirage"> <interleave> <empty/> </interleave> </element>
Causes this entity to obstruct the motion of other units.
<Obstruction/>
width
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
depth
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
x
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
z
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
width
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
depth
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Active
If false, this entity will be ignored in collision tests by other units but can still perform its own collision tests.
Value type: boolean (true
or false
).
BlockMovement
Whether units should be allowed to walk through this entity.
Value type: boolean (true
or false
).
BlockPathfinding
Whether the long-distance pathfinder should avoid paths through this entity. This should only be set for large stationary obstructions.
Value type: boolean (true
or false
).
BlockFoundation
Whether players should be unable to place building foundations on top of this entity. If true, BlockConstruction should be true too.
Value type: boolean (true
or false
).
BlockConstruction
Whether players should be unable to begin constructing buildings placed on top of this entity.
Value type: boolean (true
or false
).
DeleteUponConstruction
Whether this entity should be deleted when construction on a buildings placed on top of this entity is started.
Value type: boolean (true
or false
).
DisableBlockMovement
If true, BlockMovement will be overridden and treated as false. (This is a special case to handle foundations).
Value type: boolean (true
or false
).
DisableBlockPathfinding
If true, BlockPathfinding will be overridden and treated as false. (This is a special case to handle foundations).
Value type: boolean (true
or false
).
ControlPersist
Optional.
If present, the control group of this entity will be given to entities that are colliding with it.
<element name="Obstruction"> <interleave> <choice> <element name="Static"> <attribute name="width"> <data type="decimal"> <param name="minInclusive">1.5</param> </data> </attribute> <attribute name="depth"> <data type="decimal"> <param name="minInclusive">1.5</param> </data> </attribute> </element> <element name="Unit"> <empty/> </element> <element name="Obstructions"> <zeroOrMore> <element> <anyName/> <optional> <attribute name="x"> <data type="decimal"/> </attribute> </optional> <optional> <attribute name="z"> <data type="decimal"/> </attribute> </optional> <attribute name="width"> <data type="decimal"> <param name="minInclusive">1.5</param> </data> </attribute> <attribute name="depth"> <data type="decimal"> <param name="minInclusive">1.5</param> </data> </attribute> </element> </zeroOrMore> </element> </choice> <element name="Active"> <data type="boolean"/> </element> <element name="BlockMovement"> <data type="boolean"/> </element> <element name="BlockPathfinding"> <data type="boolean"/> </element> <element name="BlockFoundation"> <data type="boolean"/> </element> <element name="BlockConstruction"> <data type="boolean"/> </element> <element name="DeleteUponConstruction"> <data type="boolean"/> </element> <element name="DisableBlockMovement"> <data type="boolean"/> </element> <element name="DisableBlockPathfinding"> <data type="boolean"/> </element> <optional> <element name="ControlPersist"> <empty/> </element> </optional> </interleave> </element>
<element name="OverlayRenderer"> <interleave> <empty/> </interleave> </element>
Allows this entity to be owned by players.
<Ownership/>
<element name="Ownership"> <interleave> <empty/> </interleave> </element>
Entity
Entity to transform into.
Value type: text.
Time
Time required to transform this entity, in milliseconds.
Value type: non-negative integer (e.g. 0
or 5
).
State
Whether this entity is packed or unpacked.
Value is one of:
packed
unpacked
<element name="Pack"> <interleave> <element name="Entity"> <text/> </element> <element name="Time"> <data type="nonNegativeInteger"/> </element> <element name="State"> <choice> <value>packed</value> <value>unpacked</value> </choice> </element> </interleave> </element>
BarterMultiplier
Multipliers for barter prices.
Buy
Multipliers for the buy prices.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Sell
Multipliers for the sell prices.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Formations
Space-separated list of formations this player can use.
Value type: text.
datatype
Required value: tokens
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Player"> <interleave> <element name="BarterMultiplier"> <interleave> <element name="Buy"> <interleave> <optional> <element name="food"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> <element name="Sell"> <interleave> <optional> <element name="food"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> </interleave> </element> <element name="Formations"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="SpyCostMultiplier"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Specifies the Population cap increase generated by this entity.
<Population> <Bonus>15</Bonus> </Population>
Bonus
Population cap increase while this entity exists.
Value type: non-negative integer (e.g. 0
or 5
).
<element name="Population"> <interleave> <element name="Bonus"> <data type="nonNegativeInteger"/> </element> </interleave> </element>
Allows this entity to exist at a location (and orientation) in the world, and defines some details of the positioning.
<Position> <Anchor>upright</Anchor> <Altitude>0.0</Altitude> <Floating>false</Floating> <FloatDepth>0.0</FloatDepth> <TurnRate>6.0</TurnRate> </Position>
Anchor
Automatic rotation to follow the slope of terrain.
Value is one of:
upright
pitch
roll
pitch-roll
Altitude
Height above terrain in metres.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Floating
Whether the entity floats on water.
Value type: boolean (true
or false
).
FloatDepth
The depth at which an entity floats on water (needs Floating to be true).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
TurnRate
Maximum rotation speed around Y axis, in radians per second. Used for all graphical rotations and some real unitMotion driven rotations.
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="Position"> <interleave> <element name="Anchor"> <choice> <value>upright</value> <value>pitch</value> <value>roll</value> <value>pitch-roll</value> </choice> </element> <element name="Altitude"> <data type="decimal"/> </element> <element name="Floating"> <data type="boolean"/> </element> <element name="FloatDepth"> <ref name="nonNegativeDecimal"/> </element> <element name="TurnRate"> <ref name="positiveDecimal"/> </element> </interleave> </element>
Helps the building to train new units and research technologies.
<element name="ProductionQueue"> <interleave> <empty/> </interleave> </element>
Value type: text.
TrickleRate
Optional.
Trickle of XP gained each second.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: positive integer (e.g. 1
or 5
).
<element name="Promotion"> <interleave> <element name="Entity"> <text/> </element> <optional> <element name="TrickleRate"> <ref name="nonNegativeDecimal"/> </element> </optional> <element name="RequiredXp"> <data type="positiveInteger"/> </element> </interleave> </element>
<element name="RallyPoint"> <interleave> <empty/> </interleave> </element>
Displays a rally point marker where created units will gather when spawned
<RallyPointRenderer> <MarkerTemplate>special/rallypoint</MarkerTemplate> <LineThickness>0.75</LineThickness> <LineStartCap>round</LineStartCap> <LineEndCap>square</LineEndCap> <LineDashColor r="158" g="11" b="15"/> <LinePassabilityClass>default</LinePassabilityClass> </RallyPointRenderer>
MarkerTemplate
Template name for the rally point marker entity (typically a waypoint flag actor).
Value type: text.
LineTexture
Texture file to use for the rally point line.
Value type: text.
LineTextureMask
Texture mask to indicate where overlay colors are to be applied (see LineColor and LineDashColor).
Value type: text.
LineThickness
Thickness of the marker line connecting the entity to the rally point marker.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
r
Value type: integer.
g
Value type: integer.
b
Value type: integer.
Value is one of:
flat
round
sharp
square
Value is one of:
flat
round
sharp
square
LinePassabilityClass
The pathfinder passability class to use for computing the rally point marker line path.
Value type: text.
<element name="RallyPointRenderer"> <interleave> <element name="MarkerTemplate"> <text/> </element> <element name="LineTexture"> <text/> </element> <element name="LineTextureMask"> <text/> </element> <element name="LineThickness"> <data type="decimal"/> </element> <element name="LineDashColor"> <attribute name="r"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> <attribute name="g"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> <attribute name="b"> <data type="integer"> <param name="minInclusive">0</param> <param name="maxInclusive">255</param> </data> </attribute> </element> <element name="LineStartCap"> <choice> <value>flat</value> <value>round</value> <value>sharp</value> <value>square</value> </choice> </element> <element name="LineEndCap"> <choice> <value>flat</value> <value>round</value> <value>sharp</value> <value>square</value> </choice> </element> <element name="LinePassabilityClass"> <text/> </element> </interleave> </element>
<element name="RangeOverlayManager"> <interleave> <empty/> </interleave> </element>
Deals with repairable structures and units.
<Repairable> <RepairTimeRatio>2.0</RepairTimeRatio> </Repairable>
RepairTimeRatio
repair time ratio relative to building (or production) time.
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="Repairable"> <interleave> <element name="RepairTimeRatio"> <ref name="positiveDecimal"/> </element> </interleave> </element>
Allows the entity to research technologies.
<Researcher> <TechCostMultiplier> <food>0.5</food> <wood>0.1</wood> <stone>0</stone> <metal>2</metal> <time>0.9</time> </TechCostMultiplier> <Technologies datatype="tokens"> phase_town_{civ} phase_metropolis_ptol unlock_shared_los wonder_population_cap </Technologies> </Researcher>
Technologies
Optional.
Space-separated list of technology names that this building can research. When present, the special string "{civ}" will be automatically replaced either by the civ code of the building's owner if such a tech exists, or by "generic".
Value type: text.
datatype
Required value: tokens
TechCostMultiplier
Optional.
Multiplier to modify resources cost and research time of technologies researched in this building.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Researcher"> <interleave> <optional> <element name="Technologies"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <optional> <element name="TechCostMultiplier"> <interleave> <optional> <element name="food"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="time"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element> </optional> </interleave> </element>
Controls the damage resistance of the unit.
<Resistance> <Foundation> <Damage> <Hack>10.0</Hack> <Pierce>0.0</Pierce> <Crush>5.0</Crush> </Damage> <Capture>10</Capture> </Foundation> <Entity> <Damage> <Poison>5</Poison> </Damage> </Entity> </Resistance>
Foundation
Resistance of an unfinished structure (i.e. a foundation).
Resistance against any number of damage types affecting health.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Resistance against Capture attacks.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ApplyStatus
Resistance against StatusEffects.
Resistance against any number of status effects.
Duration
Optional.
The reduction in duration of the status. The normal duration time is multiplied by this factor.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
BlockChance
Optional.
The chance of blocking the status. In the interval [0,1].
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Entity
Resistance of an entity.
Resistance against any number of damage types affecting health.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Capture
Resistance against Capture attacks.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
ApplyStatus
Resistance against StatusEffects.
Resistance against any number of status effects.
Duration
Optional.
The reduction in duration of the status. The normal duration time is multiplied by this factor.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
BlockChance
Optional.
The chance of blocking the status. In the interval [0,1].
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Resistance"> <interleave> <zeroOrMore> <choice> <element name="Foundation"> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> <element name="ApplyStatus"> <oneOrMore> <element> <anyName/> <interleave> <optional> <element name="Duration"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="BlockChance"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element> </oneOrMore> </element> </choice> </oneOrMore> </element> <element name="Entity"> <oneOrMore> <choice> <element name="Damage"> <oneOrMore> <element> <anyName/> <ref name="nonNegativeDecimal"/> </element> </oneOrMore> </element> <element name="Capture"> <ref name="nonNegativeDecimal"/> </element> <element name="ApplyStatus"> <oneOrMore> <element> <anyName/> <interleave> <optional> <element name="Duration"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="BlockChance"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element> </oneOrMore> </element> </choice> </oneOrMore> </element> </choice> </zeroOrMore> </interleave> </element>
Value is one of:
food
wood
stone
metal
Sharable
Allows allies to use this entity.
Value type: boolean (true
or false
).
<element name="ResourceDropsite"> <interleave> <element name="Types"> <list> <zeroOrMore> <choice> <value>food</value> <value>wood</value> <value>stone</value> <value>metal</value> </choice> </zeroOrMore> </list> </element> <element name="Sharable"> <data type="boolean"/> </element> </interleave> </element>
Lets the unit gather resources from entities that have the ResourceSupply component.
<ResourceGatherer> <MaxDistance>2.0</MaxDistance> <BaseSpeed>1.0</BaseSpeed> <Rates> <food.fish>1</food.fish> <metal.ore>3</metal.ore> <stone.rock>3</stone.rock> <wood.tree>2</wood.tree> </Rates> <Capacities> <food>10</food> <metal>10</metal> <stone>10</stone> <wood>10</wood> </Capacities> </ResourceGatherer>
MaxDistance
Max resource-gathering distance.
Value type: positive decimal (e.g. 1.0
or 2.5
).
BaseSpeed
Base resource-gathering rate (in resource units per second).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Rates
Per-resource-type gather rate multipliers. If a resource type is not specified then it cannot be gathered by this unit.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Capacities
Per-resource-type maximum carrying capacity.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="ResourceGatherer"> <interleave> <element name="MaxDistance"> <ref name="positiveDecimal"/> </element> <element name="BaseSpeed"> <ref name="positiveDecimal"/> </element> <element name="Rates"> <interleave> <optional> <element name="food"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="food.fish"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="food.fruit"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="food.grain"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="food.meat"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood.tree"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood.ruins"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone.rock"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone.ruins"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal.ore"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal.ruins"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> <element name="Capacities"> <interleave> <optional> <element name="food"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> </interleave> </element>
Provides a supply of one particular type of resource.
<ResourceSupply> <Max>1000</Max> <Initial>1000</Initial> <Type>food.meat</Type> <KillBeforeGather>false</KillBeforeGather> <MaxGatherers>25</MaxGatherers> <DiminishingReturns>0.8</DiminishingReturns> <Change> <AnyName> <Value>2</Value> <Interval>1000</Interval> </AnyName> <Growth> <State>alive</State> <Value>2</Value> <Interval>1000</Interval> <UpperLimit>500</UpperLimit> </Growth> <Rotting> <State>dead notGathered</State> <Value>-2</Value> <Interval>1000</Interval> </Rotting> <Decay> <State>dead</State> <Value>-1</Value> <Interval>1000</Interval> <LowerLimit>500</LowerLimit> </Decay> </Change> </ResourceSupply>
KillBeforeGather
Whether this entity must be killed (health reduced to 0) before its resources can be gathered.
Value type: boolean (true
or false
).
Max
Max amount of resources available from this entity.
Initial
Optional.
Initial amount of resources available from this entity, if this is not specified, Max is used.
Type
Type and Subtype of resource available from this entity.
Value is one of:
food.fish
food.fruit
food.grain
food.meat
wood.tree
wood.ruins
stone.rock
stone.ruins
metal.ore
metal.ruins
MaxGatherers
Amount of gatherers who can gather resources from this entity at the same time.
Value type: non-negative integer (e.g. 0
or 5
).
DiminishingReturns
Optional.
The relative rate of any new gatherer compared to the previous one (geometric sequence). Leave the element out for no diminishing returns.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Change
Optional.
Optional element containing all the modifications that affects a resource supply.
Element defining whether and how a resource supply regenerates or decays.
Value
The amount of resource added per interval.
Value type: integer.
Interval
The interval in milliseconds.
Value type: positive integer (e.g. 1
or 5
).
UpperLimit
Optional.
The upper limit of the value after which the Change has no effect.
Value type: non-negative integer (e.g. 0
or 5
).
LowerLimit
Optional.
The bottom limit of the value after which the Change has no effect.
Value type: non-negative integer (e.g. 0
or 5
).
State
Optional.
What state the entity must be in for the effect to occur.
Value is one of:
alive
dead
gathered
notGathered
<element name="ResourceSupply"> <interleave> <element name="KillBeforeGather"> <data type="boolean"/> </element> <element name="Max"> <choice> <data type="nonNegativeInteger"/> <value>Infinity</value> </choice> </element> <optional> <element name="Initial"> <choice> <data type="nonNegativeInteger"/> <value>Infinity</value> </choice> </element> </optional> <element name="Type"> <choice> <value>food.fish</value> <value>food.fruit</value> <value>food.grain</value> <value>food.meat</value> <value>wood.tree</value> <value>wood.ruins</value> <value>stone.rock</value> <value>stone.ruins</value> <value>metal.ore</value> <value>metal.ruins</value> </choice> </element> <element name="MaxGatherers"> <data type="nonNegativeInteger"/> </element> <optional> <element name="DiminishingReturns"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="Change"> <oneOrMore> <element> <anyName/> <interleave> <element name="Value"> <data type="integer"/> </element> <element name="Interval"> <data type="positiveInteger"/> </element> <optional> <element name="UpperLimit"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="LowerLimit"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="State"> <list> <oneOrMore> <choice> <value>alive</value> <value>dead</value> <value>gathered</value> <value>notGathered</value> </choice> </oneOrMore> </list> </element> </optional> </interleave> </element> </oneOrMore> </element> </optional> </interleave> </element>
Controls the resource trickle ability of the unit.
Rates
Trickle Rates.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
Number of milliseconds must pass for the player to gain the next trickle.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="ResourceTrickle"> <interleave> <element name="Rates"> <interleave> <optional> <element name="food"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Allows this entity to be selected by the player.
<Selectable/>
EditorOnly
Optional.
If this element is present, the entity is only selectable in Atlas.
Overlay
Specifies the type of overlay to be displayed when this entity is selected.
Shape
Optional.
Specifies shape of overlay. If not specified, footprint shape will be used.
Square
Set the overlay to a square of the given size.
width
Size of the overlay along the left/right direction (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
depth
Size of the overlay along the front/back direction (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Circle
Set the overlay to a circle of the given size.
radius
Radius of the overlay (in metres).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
AlwaysVisible
Optional.
If this element is present, the selection overlay will always be visible (with transparency and desaturation).
Texture
Displays a texture underneath the entity.
MainTexture
Texture to display underneath the entity. Filepath relative to art/textures/selection/.
Value type: text.
MainTextureMask
Mask texture that controls where to apply player color. Filepath relative to art/textures/selection/.
Value type: text.
Outline
Traces the outline of the entity with a line texture.
LineTexture
Texture to apply to the line. Filepath relative to art/textures/selection/.
Value type: text.
LineTextureMask
Texture that controls where to apply player color. Filepath relative to art/textures/selection/.
Value type: text.
LineThickness
Thickness of the line, in world units.
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="Selectable"> <interleave> <optional> <element name="EditorOnly"> <empty/> </element> </optional> <element name="Overlay"> <interleave> <optional> <element name="Shape"> <choice> <element name="Square"> <attribute name="width"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> <attribute name="depth"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> <element name="Circle"> <attribute name="radius"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> </choice> </element> </optional> <optional> <element name="AlwaysVisible"> <empty/> </element> </optional> <choice> <element name="Texture"> <element name="MainTexture"> <text/> </element> <element name="MainTextureMask"> <text/> </element> </element> <element name="Outline"> <element name="LineTexture"> <text/> </element> <element name="LineTextureMask"> <text/> </element> <element name="LineThickness"> <ref name="positiveDecimal"/> </element> </element> </choice> </interleave> </element> </interleave> </element>
<element name="Settlement"> <interleave> <empty/> </interleave> </element>
general
Optional.
The general element replaces {civ} with the civ code.
<element name="SkirmishReplacer"> <interleave> <optional> <element name="general"> <interleave> <text/> </interleave> </element> </optional> </interleave> </element>
Lists the sound groups associated with this unit.
<Sound> <SoundGroups> <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/walk.xml</run> <attack_melee>attack/weapon/sword.xml</attack_melee> <death>actor/human/death/death.xml</death> </SoundGroups> </Sound>
Value type: text.
<element name="Sound"> <interleave> <element name="SoundGroups"> <zeroOrMore> <element> <anyName/> <text/> </element> </zeroOrMore> </element> </interleave> </element>
This component records statistics over the course of the match, such as the number of trained, lost, captured and destroyed units and buildings The statistics are consumed by the summary screen and lobby rankings.
<StatisticsTracker> <UnitClasses>Infantry FemaleCitizen</UnitClasses> <StructureClasses>House Wonder</StructureClasses> </StatisticsTracker>
UnitClasses
The tracker records trained, lost, killed and captured units of entities that match any of these Identity classes.
Value type: text.
datatype
Required value: tokens
StructureClasses
The tracker records constructed, lost, destroyed and captured structures of entities that match any of these Identity classes.
Value type: text.
datatype
Required value: tokens
<element name="StatisticsTracker"> <interleave> <element name="UnitClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> <element name="StructureClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </interleave> </element>
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
BarHeight
Height of a normal sized bar. Some bars are scaled accordingly.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
<element name="StatusBars"> <interleave> <element name="BarWidth"> <data type="decimal"/> </element> <element name="BarHeight"> <data type="decimal"/> </element> <element name="HeightOffset"> <data type="decimal"/> </element> </interleave> </element>
<element name="StatusEffectsReceiver"> <interleave> <empty/> </interleave> </element>
<element name="TechnologyManager"> <interleave> <empty/> </interleave> </element>
DecayRate
Decay rate in capture points per second.
Territory
Specifies territory in which this entity will decay.
Value is one of:
neutral
enemy
<element name="TerritoryDecay"> <interleave> <element name="DecayRate"> <choice> <ref name="positiveDecimal"/> <value>Infinity</value> </choice> </element> <element name="Territory"> <list> <oneOrMore> <choice> <value>neutral</value> <value>enemy</value> </choice> </oneOrMore> </list> </element> </interleave> </element>
Value type: boolean (true
or false
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
<element name="TerritoryInfluence"> <interleave> <element name="Root"> <data type="boolean"/> </element> <element name="Weight"> <data type="nonNegativeInteger"> <param name="maxInclusive">65535</param> </data> </element> <element name="Radius"> <data type="nonNegativeInteger"/> </element> </interleave> </element>
Lets the unit generate resources while moving between markets (or docks in case of water trading).
<Trader> <GainMultiplier>0.75</GainMultiplier> <GarrisonGainMultiplier>0.2</GarrisonGainMultiplier> </Trader>
GainMultiplier
Trader gain for a 100m distance and mapSize = 1024.
Value type: positive decimal (e.g. 1.0
or 2.5
).
GarrisonGainMultiplier
Optional.
Additional gain for garrisonable unit for each garrisoned trader (1.0 means 100%).
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="Trader"> <interleave> <element name="GainMultiplier"> <ref name="positiveDecimal"/> </element> <optional> <element name="GarrisonGainMultiplier"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element>
Allows the entity to train new units.
<Trainer> <BatchTimeModifier>0.7</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/support_female_citizen units/{native}/support_trader units/athen/infantry_spearman_b </Entities> </Trainer>
BatchTimeModifier
Optional.
Modifier that influences the time benefit for batch training. Defaults to 1, which means no benefit.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Entities
Optional.
Space-separated list of entity template names that this entity can train. The special string "{civ}" will be automatically replaced by the civ code of the entity's owner, while the string "{native}" will be automatically replaced by the entity's civ code.
Value type: text.
datatype
Required value: tokens
<element name="Trainer"> <interleave> <optional> <element name="BatchTimeModifier"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="Entities"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> </interleave> </element>
Specifies unit training restrictions, currently only unit category
<TrainingRestrictions> <TrainingRestrictions> <Category>Hero</Category> </TrainingRestrictions> </TrainingRestrictions>
Category
Specifies the category of this unit, for satisfying special constraints. Choices include: Animal, Centurion, Gladiator, Hero, Minister, Juggernaut, WarDog.
Value type: text.
MatchLimit
Optional.
Specifies how many times this entity can be trained during a match.
Value type: positive integer (e.g. 1
or 5
).
<element name="TrainingRestrictions"> <interleave> <element name="Category"> <text/> </element> <optional> <element name="MatchLimit"> <data type="positiveInteger"/> </element> </optional> </interleave> </element>
Provides a bonus when taken. E.g. a supply of resources.
<Treasure> <CollectTime>1000</CollectTime> <Resources> <Food>1000</Food> </Resources> </Treasure>
CollectTime
Amount of milliseconds that it takes to collect this treasure.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Resources
Optional.
Amount of resources that are in this.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="Treasure"> <interleave> <element name="CollectTime"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="Resources"> <interleave> <optional> <element name="food"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="positiveDecimal"/> </element> </optional> </interleave> </element> </optional> </interleave> </element>
Defines the treasure collecting abilities.
<TreasureCollector> <MaxDistance>2.0</MaxDistance> </TreasureCollector>
MaxDistance
The maximum treasure taking distance in m.
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="TreasureCollector"> <interleave> <element name="MaxDistance"> <ref name="positiveDecimal"/> </element> </interleave> </element>
Value type: text.
<element name="TriggerPoint"> <interleave> <optional> <element name="Reference"> <text/> </element> </optional> </interleave> </element>
TurretPoints
Points that will be used to visibly garrison a unit.
Element containing the offset coordinates.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: text.
Ejectable
Whether this template is tied to the turret position (i.e. not allowed to leave the turret point).
Value type: boolean (true
or false
).
AllowedClasses
Optional.
If specified, only entities matching the given classes will be able to use this turret.
Value type: text.
datatype
Required value: tokens
Angle
Optional.
Angle in degrees relative to the turretHolder direction.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
LoadingRange
Optional.
The maximum distance from this holder at which entities are allowed to occupy a turret point. Should be about 2.0 for land entities and preferably greater for ships.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="TurretHolder"> <interleave> <element name="TurretPoints"> <oneOrMore> <element> <anyName/> <interleave> <element name="X"> <data type="decimal"/> </element> <element name="Y"> <data type="decimal"/> </element> <element name="Z"> <data type="decimal"/> </element> <optional> <interleave> <element name="Template"> <text/> </element> <element name="Ejectable"> <data type="boolean"/> </element> </interleave> </optional> <optional> <element name="AllowedClasses"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <optional> <element name="Angle"> <data type="decimal"/> </element> </optional> </interleave> </element> </oneOrMore> </element> <optional> <element name="LoadingRange"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element>
<element name="Turretable"> <interleave> <empty/> </interleave> </element>
Controls the unit's movement, attacks, etc, in response to commands from the player.
<UnitAI/>
Value is one of:
violent
aggressive
defensive
passive
standground
skittish
passive-defensive
Value type: boolean (true
or false
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Formations
Optional.
Optional list of space-separated formations this unit is allowed to use. Choices include: Scatter, Box, ColumnClosed, LineClosed, ColumnOpen, LineOpen, Flank, Skirmish, Wedge, Testudo, Phalanx, Syntagma, BattleLine.
Value type: text.
datatype
Required value: tokens
Value type: boolean (true
or false
).
Value type: boolean (true
or false
).
PatrolWaitTime
Number of seconds to wait in between patrol waypoints.
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: positive decimal (e.g. 1.0
or 2.5
).
<element name="UnitAI"> <interleave> <element name="DefaultStance"> <choice> <value>violent</value> <value>aggressive</value> <value>defensive</value> <value>passive</value> <value>standground</value> <value>skittish</value> <value>passive-defensive</value> </choice> </element> <element name="FormationController"> <data type="boolean"/> </element> <element name="FleeDistance"> <ref name="positiveDecimal"/> </element> <optional> <element name="Formations"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </optional> <element name="CanGuard"> <data type="boolean"/> </element> <element name="CanPatrol"> <data type="boolean"/> </element> <element name="PatrolWaitTime"> <data type="nonNegativeInteger"/> </element> <optional> <element name="CheeringTime"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <interleave> <element name="RoamDistance"> <ref name="positiveDecimal"/> </element> <element name="RoamTimeMin"> <ref name="positiveDecimal"/> </element> <element name="RoamTimeMax"> <ref name="positiveDecimal"/> </element> <element name="FeedTimeMin"> <ref name="positiveDecimal"/> </element> <element name="FeedTimeMax"> <ref name="positiveDecimal"/> </element> </interleave> </optional> </interleave> </element>
Provides the unit with the ability to move around the world by itself.
<UnitMotion> <WalkSpeed>7.0</WalkSpeed> <PassabilityClass>default</PassabilityClass> </UnitMotion>
Value type: boolean (true
or false
).
WalkSpeed
Basic movement speed (in metres per second).
Value type: positive decimal (e.g. 1.0
or 2.5
).
RunMultiplier
Optional.
How much faster the unit goes when running (as a multiple of walk speed).
Value type: positive decimal (e.g. 1.0
or 2.5
).
InstantTurnAngle
Angle we can turn instantly. Any value greater than pi will disable turning times. Avoid zero since it stops the entity every turn.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Acceleration
Acceleration (in metres per second^2).
Value type: positive decimal (e.g. 1.0
or 2.5
).
PassabilityClass
Identifies the terrain passability class (values are defined in special/pathfinder.xml).
Value type: text.
Weight
Makes this unit both push harder and harder to push. 10 is considered the base value.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: boolean (true
or false
).
<element name="UnitMotion"> <interleave> <element name="FormationController"> <data type="boolean"/> </element> <element name="WalkSpeed"> <ref name="positiveDecimal"/> </element> <optional> <element name="RunMultiplier"> <ref name="positiveDecimal"/> </element> </optional> <element name="InstantTurnAngle"> <ref name="positiveDecimal"/> </element> <element name="Acceleration"> <ref name="positiveDecimal"/> </element> <element name="PassabilityClass"> <text/> </element> <element name="Weight"> <ref name="positiveDecimal"/> </element> <optional> <element name="DisablePushing"> <data type="boolean"/> </element> </optional> </interleave> </element>
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
StationaryDistance
Optional.
Allows the object to be stationary when reaching a target. Value defines the maximum distance at which a target is considered reached.
Value type: positive decimal (e.g. 1.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: boolean (true
or false
).
Value type: text.
<element name="UnitMotionFlying"> <interleave> <element name="MaxSpeed"> <ref name="nonNegativeDecimal"/> </element> <element name="TakeoffSpeed"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="StationaryDistance"> <ref name="positiveDecimal"/> </element> </optional> <element name="LandingSpeed"> <ref name="nonNegativeDecimal"/> </element> <element name="AccelRate"> <ref name="nonNegativeDecimal"/> </element> <element name="SlowingRate"> <ref name="nonNegativeDecimal"/> </element> <element name="BrakingRate"> <ref name="nonNegativeDecimal"/> </element> <element name="TurnRate"> <ref name="nonNegativeDecimal"/> </element> <element name="OvershootTime"> <ref name="nonNegativeDecimal"/> </element> <element name="FlyingHeight"> <data type="decimal"/> </element> <element name="ClimbRate"> <ref name="nonNegativeDecimal"/> </element> <element name="DiesInWater"> <data type="boolean"/> </element> <element name="PassabilityClass"> <text/> </element> </interleave> </element>
Entity
Entity to upgrade to.
Value type: text.
Icon
Optional.
Icon to show in the GUI.
Value type: text.
Variant
Optional.
The name of the variant to switch to when upgrading.
Value type: text.
Tooltip
Optional.
This will be added to the tooltip to help the player choose why to upgrade.
Value type: text.
Time
Optional.
Time required to upgrade this entity, in seconds.
Value type: non-negative integer (e.g. 0
or 5
).
Cost
Optional.
Resource cost to upgrade this unit.
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Value type: non-negative integer (e.g. 0
or 5
).
Requirements
Optional.
The requirements that ought to be met before this entity can be produced.
All
Requires all of the conditions to be met.
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Any
Requires at least one of the following conditions met.
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Entities
Entities that need to be controlled.
Class of entity that needs to be controlled.
Count
Number of entities required.
Value type: non-negative integer (e.g. 0
or 5
).
Variants
Number of different entities of this class required.
Value type: non-negative integer (e.g. 0
or 5
).
Techs
White-space separated list of technologies that need to be researched. ! negates a tech.
Value type: text.
datatype
Required value: tokens
Tooltip
Optional.
A tooltip explaining the requirements.
Value type: text.
CheckPlacementRestrictions
Optional.
Upgrading will check for placement restrictions (nb:GUI only).
<element name="Upgrade"> <interleave> <oneOrMore> <element> <anyName/> <interleave> <element name="Entity"> <text/> </element> <optional> <element name="Icon"> <text/> </element> </optional> <optional> <element name="Variant"> <text/> </element> </optional> <optional> <element name="Tooltip"> <text/> </element> </optional> <optional> <element name="Time"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="Cost"> <oneOrMore> <choice> <interleave> <optional> <element name="food"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="wood"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="stone"> <data type="nonNegativeInteger"/> </element> </optional> <optional> <element name="metal"> <data type="nonNegativeInteger"/> </element> </optional> </interleave> </choice> </oneOrMore> </element> </optional> <optional> <element name="Requirements"> <optional> <choice> <element name="All"> <oneOrMore> <choice> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </oneOrMore> </element> <element name="Any"> <oneOrMore> <choice> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </oneOrMore> </element> <element name="Entities"> <oneOrMore> <element> <anyName/> <oneOrMore> <choice> <element name="Count"> <data type="nonNegativeInteger"/> </element> <element name="Variants"> <data type="nonNegativeInteger"/> </element> </choice> </oneOrMore> </element> </oneOrMore> </element> <element name="Techs"> <attribute name="datatype"> <value>tokens</value> </attribute> <text/> </element> </choice> </optional> <optional> <element name="Tooltip"> <text/> </element> </optional> </element> </optional> <optional> <element name="CheckPlacementRestrictions"> <empty/> </element> </optional> </interleave> </element> </oneOrMore> </interleave> </element>
Controls the resource upkeep of an entity.
Rates
Upkeep Rates.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Interval
Number of milliseconds must pass for the player to pay the next upkeep.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="Upkeep"> <interleave> <element name="Rates"> <interleave> <optional> <element name="food"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="wood"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="stone"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="metal"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element> <element name="Interval"> <ref name="nonNegativeDecimal"/> </element> </interleave> </element>
Value type: boolean (true
or false
).
Value type: boolean (true
or false
).
Value type: boolean (true
or false
).
Value type: boolean (true
or false
).
<element name="Visibility"> <interleave> <element name="RetainInFog"> <data type="boolean"/> </element> <element name="AlwaysVisible"> <data type="boolean"/> </element> <element name="Corpse"> <data type="boolean"/> </element> <element name="Preview"> <data type="boolean"/> </element> </interleave> </element>
Value type: non-negative integer (e.g. 0
or 5
).
Value type: boolean (true
or false
).
<element name="Vision"> <interleave> <element name="Range"> <data type="nonNegativeInteger"/> </element> <optional> <element name="RevealShore"> <data type="boolean"/> </element> </optional> </interleave> </element>
Value type: boolean (true
or false
).
Duration
Optional.
Duration (in second) of the vision sharing for spies.
Value type: positive decimal (e.g. 1.0
or 2.5
).
FailureCostRatio
Optional.
Fraction of the bribe cost that will be incured if a bribe failed.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
<element name="VisionSharing"> <interleave> <element name="Bribable"> <data type="boolean"/> </element> <optional> <element name="Duration"> <ref name="positiveDecimal"/> </element> </optional> <optional> <element name="FailureCostRatio"> <ref name="nonNegativeDecimal"/> </element> </optional> </interleave> </element>
Display the unit using the engine's actor system.
<VisualActor> <Actor>units/hellenes/infantry_spearman_b.xml</Actor> </VisualActor>
<VisualActor> <Actor>structures/hellenes/barracks.xml</Actor> <FoundationActor>structures/fndn_4x4.xml</FoundationActor> </VisualActor>
Actor
Filename of the actor to be used for this unit.
Value type: text.
FoundationActor
Optional.
Filename of the actor to be used the foundation while this unit is being constructed.
Value type: text.
Foundation
Optional.
Used internally; if present, the unit will be rendered as a foundation.
ConstructionPreview
Optional.
If present, the unit should have a construction preview.
DisableShadows
Optional.
Used internally; if present, shadows will be disabled.
ActorOnly
Optional.
Used internally; if present, the unit will only be rendered if the user has high enough graphical settings.
Value type: boolean (true
or false
).
Value type: boolean (true
or false
).
Bounds
Determines the selection box based on the model bounds.
Footprint
Determines the selection box based on the entity Footprint component.
Box
Sets the selection shape to a box of specified dimensions.
width
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
height
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
depth
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Cylinder
Sets the selection shape to a cylinder of specified dimensions.
radius
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
height
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Value type: boolean (true
or false
).
<element name="VisualActor"> <interleave> <element name="Actor"> <text/> </element> <optional> <element name="FoundationActor"> <text/> </element> </optional> <optional> <element name="Foundation"> <empty/> </element> </optional> <optional> <element name="ConstructionPreview"> <empty/> </element> </optional> <optional> <element name="DisableShadows"> <empty/> </element> </optional> <optional> <element name="ActorOnly"> <empty/> </element> </optional> <element name="SilhouetteDisplay"> <data type="boolean"/> </element> <element name="SilhouetteOccluder"> <data type="boolean"/> </element> <optional> <element name="SelectionShape"> <choice> <element name="Bounds"> <empty/> </element> <element name="Footprint"> <empty/> </element> <element name="Box"> <attribute name="width"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> <attribute name="height"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> <attribute name="depth"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> <element name="Cylinder"> <attribute name="radius"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> <attribute name="height"> <data type="decimal"> <param name="minExclusive">0.0</param> </data> </attribute> </element> </choice> </element> </optional> <element name="VisibleInAtlasOnly"> <data type="boolean"/> </element> </interleave> </element>
<WallPiece/>
Length
Meters. Used in rmgen wallbuilder and the in-game wall-placer.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Orientation
Optional.
Multiples of Pi, measured anti-clockwise. Default: 1; full revolution: 2. Used in rmgen wallbuilder. How the wallpiece should be rotated so it is orientated the same way as every other wallpiece: with the "line" of the wall running along a map's `z` axis and the "outside face" towards positive `x`. If the piece bends (see below), the orientation should be that of the start of the wallpiece, not the middle.
Value type: non-negative decimal (e.g. 0.0
or 2.5
).
Indent
Optional.
Meters. Default: 0. Used in rmgen wallbuilder. Permits piece to be placed in front (-ve value) or behind (+ve value) a wall.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
Bend
Optional.
Multiples of Pi, measured anti-clockwise. Default: 0. Used in rmgen wallbuilder. The difference in orientation between the ends of a wallpiece.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
<element name="WallPiece"> <interleave> <element name="Length"> <ref name="nonNegativeDecimal"/> </element> <optional> <element name="Orientation"> <ref name="nonNegativeDecimal"/> </element> </optional> <optional> <element name="Indent"> <data type="decimal"/> </element> </optional> <optional> <element name="Bend"> <data type="decimal"/> </element> </optional> </interleave> </element>
<WallSet/>
Tower
Template name of the tower piece.
Value type: text.
Gate
Template name of the gate piece.
Value type: text.
WallLong
Template name of the long wall segment.
Value type: text.
WallMedium
Template name of the medium-size wall segment.
Value type: text.
WallShort
Template name of the short wall segment.
Value type: text.
WallCurves
Optional.
Whitespace-separated list of template names of curving wall segments.
Value type: text.
Value type: text.
Value type: text.
MinTowerOverlap
Maximum fraction that wall segments are allowed to overlap towers, where 0 signifies no overlap and 1 full overlap.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
MaxTowerOverlap
Minimum fraction that wall segments are required to overlap towers, where 0 signifies no overlap and 1 full overlap.
Value type: decimal (e.g. -10.0
or 0.0
or 2.5
).
<element name="WallSet"> <interleave> <element name="Templates"> <interleave> <element name="Tower"> <text/> </element> <element name="Gate"> <text/> </element> <element name="WallLong"> <text/> </element> <element name="WallMedium"> <text/> </element> <element name="WallShort"> <text/> </element> <optional> <element name="WallCurves"> <text/> </element> </optional> <optional> <element name="WallEnd"> <text/> </element> </optional> <optional> <element name="Fort"> <text/> </element> </optional> </interleave> </element> <element name="MinTowerOverlap"> <data type="decimal"> <param name="minInclusive">0.0</param> <param name="maxInclusive">1.0</param> </data> </element> <element name="MaxTowerOverlap"> <data type="decimal"> <param name="minInclusive">0.0</param> <param name="maxInclusive">1.0</param> </data> </element> </interleave> </element>
<element name="Wonder"> <interleave> <empty/> </interleave> </element>