View Full Version : Dwarves


Arexack_heretic
Oct 11, 2006, 04:43 AM
They seem a bit under-developed.
And I can find no thread here about them.

My idea is two-sided:
1-Dwarven cities yield 400% more gold when pillaged/plundered.
2-Dwarves are very good at city/hill defence.

Psychic_Llamas
Oct 11, 2006, 04:54 AM
I think perhaps a 400% gold yeild is a tad high, try 150% more, 200% perhaps.

yes, i think dwarves should get a city improvement which increases defence, but can only be built in cities on hills or mountains.

I think Citis should be able to be built in mountains.

i think dwarves should also get tunnels, like what you said with the skaven, but the dwarves should not get any of that infiltrating stuff. keep that for the Skaven

Dwarves should get exra gold and food from hills and mountains.

They should have access to a special 'mushroom resource found in mountain and forest squares. (gobbos could have access to this also)

thats all for now:)

Ploeperpengel
Oct 11, 2006, 05:59 AM
I'll probably add hill attack and defenseboni for dwarves. Also we should discuss mountaincities and all that here. But first I want more models for this civ before I start to work on them. But yes you can already start the brainstorm if you want;)

Arexack_heretic
Oct 11, 2006, 06:01 AM
One should have more reason to attack the dwarves than just "He said my wine tasted like piss!"
As Dwarven cities are located in mountainranges, others would find them unappealing to live in. Argh starvation!
Gold would be a good reason to attack them anyhow.

Dwarf AI should be quite belligerent easy to anger and hold a grudge forever. ;)



Just had a thought about the rise and fall of civs in the WHF world.

Elves and Dwarves had early big empires, battles with orcs devastated them and humans were opportunistic to take the fallow lands.

Attrition

Elves and dwarves have slow reproductive rates, but long lifespans.
Humans and orcs reproduce like rabbits, but have the lifespan of flies.
Lets asume on average this gives a similar populationgrowth.

If longlived races can only create units by conscription, big high attrition wars would mimic the fall of the elven dominance as described in WHF.

Replacement warriors would cut dearly into the populace of D/E .

This costlyness of units, would also merrit their units being stronger early on.
Early advantage in growth (no disease) could be given to E/D from them being non-reliant on irrigation for food.

I like the cavefood idea. :) Could it be those mushrooms stunt your growth? (dwarves/goblins are short) ;)



edit: I don't understand: why wait for models, I think the gameplay, unittypes, tech and balance should be correct first. ?

Ploeperpengel
Oct 11, 2006, 06:12 AM
The reason I wait for models to start work is theres still so much to be done for civs I already got models for. This mod started off with a big artteam but we never had enough manpower with the coding stuff. Currently only Olleus and El Loco Mono do the scripting and both are busy with other code. Also the xml alone still needs a lot of work therefore my advice be patient.

Edit: I'm not telling you this because I want to stop you posting ideas- on the contrary I really like some- it's just that even the simpliest changes to civ take often hours of work and therefore it's important to focus on tasks at hand else nothing gets done. That said it's good you started the brainstorm but until after we get some models and did improve some other aspects of the game like magic and religion first there won't be much done with dwarves and skaven. So just don't expect anything to happen fast that's all;)

Arexack_heretic
Oct 11, 2006, 07:07 AM
hehe

Point taken and well understood. :goodjob:
I also have another project to finish before I can start helping out in earnest here. (kinda bogged down project :( )

I appologise for any thing I mention that has already been mentioned too many times already on these forums.
I just want to brainstorm out alot of ideas before I read those already made by others. Fresh point of view and all. :lol:

I'm really impressed by what seems to be possible to mod in civ4, I'm used to much tighter constrictions on what is possible. :D
So my expectations of what is possible may have been shifted from conservative to phantastic. ;)


OOO!
I just thought about the WFB seabattles game...Man-o-war? Can't really recall what it was called.
Did you think of that game also, for model ideas?
The ships of non-humans were a bit over the top though.
With the posible exception of the Sylvan elves. Actually Empire ships sucked too. ;)
edit: yes manowar has been mentioned. ;)

Psychic_Llamas
Oct 13, 2006, 02:17 AM
well, i have also made work on Dwarf city art, but its hard to find much decent dwarven buildings (ie, above ground;) ) so alot of the stuf i have at the moment is from my imagination, and its not that good. so if you happen to come across any dwaf building ideas, please post some:)

Arexack_heretic
Oct 13, 2006, 02:22 AM
How about cairns?

Maybe all dwarven cities should be big mountains, with pillars and gates. ;)
Stupid underground dwarves.
Maybe you could draw ideas from Epic stuntie scenery buildings?

Psychic_Llamas
Oct 13, 2006, 02:25 AM
how would you make the cities into a big mountain though? thats the question.

what do you mean Epic stuntie scenary buildings? do you mean the game Epic, and by stuntie you mean dwarf? could you post a screenie or link?

Arexack_heretic
Oct 13, 2006, 02:28 AM
have a big mountain as castle?
yes and yes. :)
I would have to scan them from one of my books probably.

Psychic_Llamas
Oct 13, 2006, 02:36 AM
well, if i made the palace as a big mountain castle, and then hade some smaller mounds and mountanins as the other buildings, that could be interesting, but that means only the capital has a big mountain city, and the other cities will have knobbly hilly cities.

Chamaedrys
Oct 13, 2006, 10:17 AM
I 've allready made two buildings (or entrances) for the dwarfs:

http://forums.civfanatics.com/showthread.php?t=188600

maybe they can be used somehow.

Ploeperpengel
Oct 13, 2006, 12:26 PM
I 've allready made two buildings (or entrances) for the dwarfs:

http://forums.civfanatics.com/showthread.php?t=188600

maybe they can be used somehow.
Yeah put them in maybe the bigger one for a lateartdefine.

Arexack_heretic
Oct 13, 2006, 12:27 PM
The Warhammer RPG Dwarf compandium has some great background info as well as some outside pictures of Dwarven Holds.

However they are still entrances to big mountains...:/

Whatever you do, keep two things in mind.
1) Ground hugging stout buildings.
2) Keltish/Norse style decorations and runes.
oh 3 Dwarfs are small, but they build big. (big enough for giants)

Chamaedrys
Oct 13, 2006, 12:51 PM
Yeah put them in maybe the bigger one for a lateartdefine.

Ähm, I thought about using them as city improvements, not as city art:blush:

Ploeperpengel
Oct 13, 2006, 01:03 PM
Ähm, I thought about using them as city improvements, not as city art:blush:
Palaces can have lateartdefines as well. Check Rabbit Whites EDU Mod if you don't believe it;)

Chamaedrys
Oct 13, 2006, 03:14 PM
Palaces can have lateartdefines as well. Check Rabbit Whites EDU Mod if you don't believe it;)

I believe it;)

Arexack_heretic
Oct 15, 2006, 09:39 AM
-Dwarves could have a bonus on research(scientific flavour?)...ensuring their technical superiority.
-Second flavour could be mechantilism/trade. "They rather trade for foods from humans, so they can indulge in more rewarding enterprises"
-A small bonus for getting food out of hills or a smaller food requirement instead.


In WH dwarf 'outside art' commonly shows stylised dwarven heads, reliefs depicting celtic weaves and axes/hammers etc.

Chamaedrys
Oct 15, 2006, 12:56 PM
They could get a food bonus from mines.

Arexack_heretic
Oct 16, 2006, 06:20 AM
or levelable mines, like villages, giving a small bonus of money/food after x turns.

Chamaedrys
Oct 16, 2006, 01:08 PM
or levelable mines, like villages, giving a small bonus of money/food after x turns.

Yeah, that's the better idea! The dwarfs live in mine cities so their mines could act like villages. Maybe even as a replacement for normal villages.

Lord Olleus
Oct 16, 2006, 01:42 PM
This was already discussed in the improvements thread, but its good to see its reinfoced here too.

Arexack_heretic
Jan 26, 2007, 12:09 PM
I added this to my unitInfos:

<!-- Arexack adding Migratory Dwarf Clan (settler), Dwarven Miner (worker) -->
<UnitInfo>
<Class>UNITCLASS_SETTLER</Class>
<Type>UNIT_DWARF_SETTLER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Migratory Dwarf Clan</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_DWARF_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>1</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bMoraleLeader>0</bMoraleLeader>
<bUnbreakable>0</bUnbreakable>
<iMorale>90</iMorale>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>100</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>2</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>1</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CLANSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>9</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CLANSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>Art/Interface/Buttons/Units/CLANSMAN.dds</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_WORKER</Class>
<Type>UNIT_DWARF_MINER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>Dwarven Miner</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_MINER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_DWARF_MINER_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bMoraleLeader>0</bMoraleLeader>
<bUnbreakable>0</bUnbreakable>
<iMorale>90</iMorale>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_DWARF_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DEEP_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_STONEWORKS</PrereqTech>
<TechTypes/>
<BonusType/>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>90</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>2</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>10</iHillsAttack>
<iHillsDefense>10</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CLANSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>4</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_CLANSMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>Art/Interface/Buttons/Units/CLANSMAN.dds</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<!-- Arexack END-->

Obviously the models need to be modified somewhat (pickaxes/ +a wagon), but they will do for now.

Arexack_heretic
Jan 26, 2007, 02:29 PM
And in ImprovementInfos:

<!-- Arexack dwarven mine etc -->
<ImprovementInfo>
<Type>IMPROVEMENT_DWARF_MINE</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARF_MINE</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_DWARF_MINE_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>15</iAirBombDefense>
<iDefenseModifier>10</iDefenseModifier>
<iPillageGold>15</iPillageGold>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>8000</iDiscoverRand>
<YieldChanges>
<iYieldChange>1</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COPPER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_IRON</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_ITHILMAR</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>8000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GROMRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>8000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_WARPSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>7</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DEEP_MINE</Type>
<Description>TXT_KEY_IMPROVEMENT_DEEP_MINE</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_DEEP_MINE_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>4</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>20</iAirBombDefense>
<iDefenseModifier>10</iDefenseModifier>
<iPillageGold>15</iPillageGold>
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_COAL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_COPPER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GEMS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GOLD</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>6</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_IRON</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_SILVER</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>1000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_ITHILMAR</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>1</iYieldChange>
<iYieldChange>5</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_GROMRIL</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>5000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>2</iYieldChange>
<iYieldChange>4</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
<BonusTypeStruct>
<BonusType>BONUS_WARPSTONE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>7</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_DWARF_STRONGHOLD</Type>
<Description>TXT_KEY_IMPROVEMENT_DWARF_STRONGHOLD</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_DWARF_STRONGHOLD_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
<YieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>1</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<!-- -->
<!-- Improvements Outside Borders Start -->
<!-- -->
<bBuildOutsideBorder>1</bBuildOutsideBorder>
<!-- -->
<!-- Improvements Outside Borders End -->
<!-- -->
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>50</iAirBombDefense>
<iDefenseModifier>50</iDefenseModifier>
<iPillageGold>0</iPillageGold>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_SNOW</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade/>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>

3 Dwarf-only improvements:
-Dwarf mine: more chance of finding resource.
-Deep Shaft: Higher chance of finding Oar. +more production. long worker time. (for now removes other improvements, but if possible should req. a (dwarf) mine.
-Dwarf stronghold: buildable on hills only, replaces Fort. +100%def.
(preferably buildable in mountains enabling movement into m., but that needs miners able to move impassable, but not water.)

Upgradable mines are not yet in, but I did make a start. It is commented out right now (in the attachment, sorry: too long to post), and would replace the two dwarfmines if I put it in.
Right now they just use the 'mine' art. Later on that should be replaced by an L-system set (like villages), that looks good on hills.
My hope is that everytime a mine upgrades to a next level, it has a chance of finding ore.
How about enabling the 'bActsAsCity' option for Vaulted Halls? (what does it do?)
(A nice requirement for mine expansion could be connection to a 'tunnel'.)

Psychic_Llamas
Jan 29, 2007, 02:32 AM
thats a great idea, having levelable mines for dwarves :p

Arexack_heretic
Jan 29, 2007, 02:38 PM
(one also needs to add the stuff to 'Builds' and civilizationInfos; UUs.).
1) I still have numerous error messages popping up. For the first 3 improvements.
2) Haven't got time this week to fix anything properly.

3) I don't think I added food production for the Halls. Should I?
4) Disable normal villages for dwarfs?

Psychic_Llamas
Jan 29, 2007, 06:20 PM
why would halls produce food? they are mining oriented. perhaps have another improvement "Mushroom Farm" to increace food...

i think, if the mines do exactly what the villages do, then disable them yes. but if it reduces the gold income, keep the villages

Arexack_heretic
Jan 29, 2007, 07:58 PM
Yeah...Food...because the dwarves trade production for human grown wheat.
(Humans have a greater knack for producing food by toiling in the muck of the flatlands. So dwarves rather work in the mines, a proper dwarven occupation, and trade the fruit of their labours (good Iron and swords) for human foodstuffs.)
Also I thought maybe the great dwarven middens contain cellars for growing mushrooms and breeding blind cave-fish.

....But, you are probably right about it being silly. and unneccecary. the farms surrounding hills and mountains produce enough.



Fixed a couple of errors. only a >space< somewere is left disrupting my XML.

I think I'll add the mines that become underground towns.
Replacing the two seperate minelevels.
Having multiple options when building mines, I always choose the best.
(One builds only once, but can reap the bonusses eternally)

To prevent the Dwarven Mine equivalent of cottage spamming, Ill add some superb improvements to compete with them for mountain/hill tiles.
-The Un-takable Dwarven Mountain Stronghold.
-Foundry. Similar to alchemist...may not be built....Ideas?
-Dwarven Mill. increases food production of mountain/hill-tile.
-Tunnel entrance "Great Gate". allows units access to the underground. (only buildable on mountaintiles.

Longer term:
-add mushroom resource...becomes visible on invention of tunneling.
-shroom farm?

requiring Python:
-tunnels.
-walking/building on mountaintiles.

Dwarves could really benefit from some form of transport-unit(s),
perhaps a baloon, cart or steamwagon.
The fighting ability of settlers and workers in the early game is nicely balanced by the dwarf tendency to move slowly. Only later in the game, when units start to upgrade is it neccesary to give them added mobility.

-Think about buildings and special units (items!) that fuel the Dwarven thirst for gems/gold/silver etc.
-One thing we can do right now is give the dwarf-palace happy and culture bonusses for luxuries.

Psychic_Llamas
Jan 30, 2007, 03:46 AM
the Dwarven stronghold that is 'untakeable' would be far too good an improvement. just pop a couple of those around a city, fill them with units and just smake the enemy as they waltze straight through your forces, unable to do a thing about the harrassing dwarves :evil:

Foundary could be good, build it on coal/ next to coal?
Dwarven mill i like :D thinking Dwarf Rock Bread :lol:
tunnel entrance is also good. make it avaliable to skaven goblins and darkelves too.
mushroom farm should also be avaliable to goblins as a strategic resource for fanatics etc

Arexack_heretic
Jan 30, 2007, 05:21 AM
I expressed myself poetically. ;)

Dwarven fortresses are not really untakable, they just have great defensive bonus. 50-100% or so, plus the bonus from hills, as they are supposedly only buildable in hills.
If able to build on mountains, they would need to enable movement of units other than dwarfworkers to the site, also enabling ememy to attack them.

As for building next to a city, why not?
The Dwarf has to choose between production or defence if building in own territory.
It would take a considderable number of turns or a considderable stack of miners to build such a fortress next to an enemy city.

Dwarven units are SLOW, they are not likely to be harrying anyone.
I think even cavalry should be half speed (ponies) if allowed at all.

Dwarf rock bread :lol: scones of doom magic item

Psychic_Llamas
Feb 02, 2007, 02:09 AM
"your Dwarven Baker unit has killed an enemy Dragon with its Scones of Doom..." :lol:

oh i see what you menat by 'untakeable' :p

Arexack_heretic
Jan 31, 2008, 08:11 AM
*bump*

previous work was lost, but working on this again now. :)

WORKERS : TOWNSFOLK / MINERS -prospectors
townsfolk can build agricultural and financial improvements and dwarf towns (sacrifices),
miners can build dwarven-mines (sacrifices), dwarf-strongholds and industrial buildings
miners gain free XP and can be upgraded to a prospector.
prospectors can cast a 'prospect' spell, that costs 200gold and has a probability to find resources, prospector is imobilized for several turns.

ETC

deadliver
Feb 01, 2008, 02:40 PM
How about :food: producing buildings like the Slaughterhouse? In addition to the mushroom resource (or maybe the Underground Farm building) why not have Underground Fisheries? Something "minor" like +1:food: In the Mod I always try to nab me the Currency tech just so I can get the food bonus.

I really like the idea of the cities looking like a big mountain hold too. Dwarves in WFB and D&D (where I got the idea for the underground fishery) are relatively similar, they have a big ol' gate leading to the hold, but have trade settlements above land so that thieving greedy gits don't get to see their riches inside.

Arexack_heretic
Feb 01, 2008, 02:57 PM
I currently have a mushroom farm, with placeholder graphics and currently buildable at too many locations.

and a dwarven bakery that is buildable on rivertiles/freshwatertiles/marsh/mud/swamp/toad
using the workshop graphix.

I like the idea of fisheries.
I'll play around with little 'worked' boats on riverside tiles

some dwarven city-buildings could generate some food too.
but I don't think dwarves should grow too quickly. ;)

--
my levelable mines don't seem to level up.
--
building cities in mountains would be nice, but I think is still impossible.

deadliver
Feb 01, 2008, 03:35 PM
True. These :food: buildings should be available only at later techs (starting the earliest with currency).

That way they are not so much for growth but for allowing that one or two extra specialist. on the WFB 1.03b map I can't wait to get currency because that one extra :food: really makes a difference.

You are right though, too much :food: in the beginning will make dwarves grow way too fast for their concept. I love their production rate though! :king:

Arexack_heretic
Feb 01, 2008, 04:24 PM
hehe, just tested what I got so far.
the mushroom bonus cropped up all over the place, mushroom farms were way too good being buildable in all irrigated forest tiles, I'm going to limit them to hills only as I intended I probably need to remove the featureMakeValids, oh well. Also there was a 25% chance of creating mushrooms in a farm tile.

unfortunately I got a CTD. :/

--
anyone know how to destroy tile-bonus ?
...maybe I can make it a feature instead of a bonus and have it spread
make it :yuck: unless gobbo/dwarf/skaven and have TECH_HERBALISM
others will have to remove it like fallout, before building.
and then make shroomfarms buildable only on that.
...but I liked the sight of stools between the trees. :(

deadliver
Feb 01, 2008, 04:59 PM
hehe, just tested what I got so far.
the mushroom bonus cropped up all over the place, mushroom farms were way too good being buildable in all irrigated forest tiles, I'm going to limit them to hills only as I intended I probably need to remove the featureMakeValids, oh well. Also there was a 25% chance of creating mushrooms in a farm tile.

unfortunately I got a CTD. :/

--
anyone know how to destroy tile-bonus ?
...maybe I can make it a feature instead of a bonus and have it spread
make it :yuck: unless gobbo/dwarf/skaven and have TECH_HERBALISM
others will have to remove it like fallout, before building.
and then make shroomfarms buildable only on that.
...but I liked the sight of stools between the trees. :(

Were you trying to build mushroom farms on forests a la Elven farms? Would that mean you'd have to have Dwarven Workers who can build Shroom farms?

Think you could make them a civ specific resource like the Lanun in FFH with pearls? That way they get seeded in the map along with other resources but only a few civs get to see and use them with that farm of yours.

Psychic_Llamas
Feb 01, 2008, 05:05 PM
i was thinking that shooms would be a civ specific resource for dwarves and gobbos only. (like deadliver just said)

what graphics are you using for the mushrooms? because i made some a while back, as well as monster resources. i just never got around to implementing htem.

deadliver
Feb 01, 2008, 05:48 PM
Lama,

Do you know if civ specific resources are hard to implement/code? How the unit Dwarf Wagon? UU that you camp in someone elses city and it converts gold into food? In an earlier post the concept of dwarves trading their stuff for food was brought up...in another MOD that I play *cough cough* they have gypsy wagons that suck gold and culture...think someone could program them to instead contribute a :gold: or a :commerce: to the city camped in and trade/steal a :food: or something?

All of my opinions btw assume that the surrounding terrain of a dwarven city is gonna be similar to that in the 1.03 map, hills with crazy mountains all around.

Man I wish I could help you guys but I have zero programming skills. Maybe I should look into this Python thang. I much rather try to help making gfx...what programs would I need to do this do you know? Or do you know where I can look to find out?

In the mean time I am more than happy to contribute to the development forums.

Arexack_heretic
Feb 01, 2008, 05:52 PM
I know.
I was hoping you would post them to me, or tell me the upload location.

(I sent you a mail and replied to the SMAC thread and everything...:mischief: )

Currently I'm using the marble-art.

I first had it as a positive bonus for all, but now it is negative, unless a farm is built on it. and only some races can farm it, so i need a bonus-remover-improvement
SO.
bonus: works (too) well, but don't know how to remove it from tiles.
boni can crop up anywhere.
Feature: works as well and can be removed easilly, but I like mixing trees with mushrooms.
both feature and boni can be discovered or spread by improvements, but if I find boni by building the farm, I cannot use the bonus as a requirement for building a farm(obviously, chicken vs egg dilemma), also this leads to unlimited forrest spamming by dwarfs while I want them to create lumber instead.
features can spread instead of 'crop up' and improvements can enhance this.

so I like the features of features, but I want trees too. :(


I like the cluttered map, so i like mushrooms to be visible to all allways. ...


---
edit. artists are needed too. and brainstorming is always fun.

for art you'll need to get a dds convertor and a grafics program.
(the former can be found in the tutorial part of these forums, search for rabbit_white and the Great_Apple etal.)
for unit editing more extensive than reskinning, you'll need 3dSMAX 6 or 7 or blender, their nif-plugins for CivIV. Some limited boning of models and limb-swapping can be done in nif-scope, but this is really not working too well (for me at least).

---
interesting concept that of the dwarven trader unit. I had forgotten about it.
It will require some thinking though.
maybe dwarves could get extra food bonus from some grains-resources, because they are unable to farm them themselves (I disabled the dwarven-crafter's farming ability... For barley and grapes they make exception.) they would need to trade for them.
A unit able to force a trade (IF the recipient has >2 grain-resource AND IF the dwarf has some commodity-resource >2) would be nice.
Or
'organise trade-party' costs 150gold, makes the trader mobile.
move trader unit to an opponent's city. (explore/spy AI)
(if city-food>50%)
use trade-'spell'.
determine city food level = iFoodPercentage
deduct from dwarf-cash: 10000gold/(150-iFoodPercentage) {i.e. 50-100 gold}
(return remaining gold to vault)
take from city 50?-food,
convert unit to trader-'food' who has a 'return to friendly city'AI
in friendly, dwarf city use 'offload cargo-spell' this awards the 50? food to the city.
and kills the unit ? or converts it back to the trader?
If trader is killed, 150gold minimally changes hands.
if a returning trader is captured, he is converted to a great merchant. or the attacker recieves 50food in nearby city.

...maybe a bit complex. >..<

ps sacrificing dwarf workers to build towns and dwarven mines slows things down considerably...
PPS Do we have unit that can 'airlift'-equivalent in WHFB?
(it might be handy for subterranian settlers.)

Psychic_Llamas
Feb 02, 2008, 12:36 AM
Do you know if civ specific resources are hard to implement/code? How the unit Dwarf Wagon? UU that you camp in someone elses city and it converts gold into food? In an earlier post the concept of dwarves trading their stuff for food was brought up...in another MOD that I play *cough cough* they have gypsy wagons that suck gold and culture...think someone could program them to instead contribute a or a to the city camped in and trade/steal a or something?

well civ specific resources im pretty sure would just involve giveing that civ a unique non tradable tech that reveals that resource for them only. but there is probably a more elegant solution than this.

also, the dwarf caravans, im assuming you mean converts the dwarf players gold into food? as in the dwarves are buying food from the other civ? the gypsey wagons in FfH are cool, but im not sure how well they fit into WH.

Man I wish I could help you guys but I have zero programming skills. Maybe I should look into this Python thang. I much rather try to help making gfx...what programs would I need to do this do you know? Or do you know where I can look to find out?

well if your intersted in helping out and have never done civ modding before you can try your hand at simple XML modding, just brows through the tutorial forums, theres some great stuff in there.
or if you would prefer helping out with art you could try out 3D moddling and help with making buildigns and units, althoug this is more involved than XML, it is much more fun (for me personally). you can use Blender, a free 3D modling program. again look through the tutorials forum.

but if you cant figure those out, its no problem, were in need of good bug hunters and player feed back. ideas and concepts etc. and if you have an understanding if the WH world then thats even better! :)


I know.
I was hoping you would post them to me, or tell me the upload location.

oh, yeh sure here is the LINK (http://forums.civfanatics.com/showthread.php?p=6211691#post6211691). ;)

I first had it as a positive bonus for all, but now it is negative, unless a farm is built on it. and only some races can farm it, so i need a bonus-remover-improvement
SO.
bonus: works (too) well, but don't know how to remove it from tiles.
boni can crop up anywhere.
Feature: works as well and can be removed easilly, but I like mixing trees with mushrooms.
both feature and boni can be discovered or spread by improvements, but if I find boni by building the farm, I cannot use the bonus as a requirement for building a farm(obviously, chicken vs egg dilemma), also this leads to unlimited forrest spamming by dwarfs while I want them to create lumber instead.
features can spread instead of 'crop up' and improvements can enhance this.

i think it would be better if only forested/jungle grassland hills could get the mushroom resource, and then the forest is cleared to use the resource. this would make the resource more rare (we could make a new improvement called mushroom farm, which could be a big mound wit hmushrooms growing in caverns, and then some trees around it? )

...maybe a bit complex. >..<

yeh thats definately over complex :p

Arexack_heretic
Feb 03, 2008, 08:30 AM
i think it would be better if only forested/jungle grassland hills could get the mushroom resource, and then the forest is cleared to use the resource. this would make the resource more rare (we could make a new improvement called mushroom farm, which could be a big mound wit hmushrooms growing in caverns, and then some trees around it? )


The normal farm is ok for now, but a more orkish/dwarfish building is preferred eventually.
So you'd like to have mushrooms a limited bonus/resource?

I was modelling it as a bonus-only and proliferation.
What I was trying to do was have orks and dwarves (and skaven) terraforming in a limited way, spreading the, to other races noxious, mud and mushrooms.

It could grow like forrests or by building s-farms and other workers would need to remove it (like jungle) before building something else.


For skaven, I created a wet-lands harvesting improvement, that can be built on mud/marsh tiles + small prob of finding black-corn. With the intention of adding some way of spreading marsch terrain, -besides the mistress of the marsh-, while decreasing the current marshlands-terror in the terrain generator.

Tue2000
Feb 03, 2008, 07:29 PM
How about making trade routes produce food instead of gold? and then increase the amount of gold they mine from hill tiles to make sure they dont go bankrupt :)

Psychic_Llamas
Feb 03, 2008, 07:34 PM
yeh i would prefer mushroos to be a unique resource for greenskins and dwarves, so it wouldnt show up to other players. it would be a strategic resource for gobbos, as well as a food resource (thinking fanatics). im not so sure of making it spreadable as a resource. if we added a feature something like fungal forest, that could spread, then maybe. but i honestly dont see thta fungas forests are a very WH-esque thing :p

Arexack_heretic
Feb 04, 2008, 07:07 AM
How about making trade routes produce food instead of gold? and then increase the amount of gold they mine from hill tiles to make sure they dont go bankrupt
I don't think that can be done for only one civ.

However, merchant-district buildings could do -trade/revenue for +food for dwarves
(or for cities with negative food production in general.)

Psychic_Llamas
Feb 04, 2008, 07:23 AM
that merchants guild replacement is a good idea, and then their industrial district would have extra gold and mining bonuses to ensure they dont go bankrupt

deadliver
Feb 04, 2008, 12:12 PM
That does sound like a good idea. Besides, adding (or modifying an existing) building has to be simpler than coming up with new mechanics right?

Arexack_heretic
Feb 04, 2008, 01:34 PM
jep.

Did I mention free trade-resources from buildings for the dwarves to trade for food.
dwarves cannot build farms, thus don't gain resource bonus for grains.

dwarven merchant-district: additional food bonus from grain-etc resources
etc

or maybe just extRa dwarf-traders specialists for each merchant-district level, who provide free food but less trade/gold than human/elf traders would be possible.

edit:
I quickly made several toadstool buttons, which do you guys like best?

deadliver
Feb 06, 2008, 01:33 AM
Nice. They are all good but the first of the three is the the best IMO.

Psychic_Llamas
Feb 06, 2008, 02:39 AM
they're nice, but id prefer the button to look more like the resource that i made :p ie a print screen :p

Arexack_heretic
Feb 06, 2008, 08:29 AM
for the record,

in my opinion screen-grab buttons suck and show lack of creativity. :P

also many unit-models are still placeholders. :sad:

Psychic_Llamas
Feb 06, 2008, 06:21 PM
in my opinion screen-grab buttons suck and show lack of creativity. :P

in that case the second one. ill make my own button of them to see what you think :p

(EDIT: ) on second thought your right ;) i liek the second one better

Arexack_heretic
Feb 06, 2008, 06:49 PM
I'd love to see your entry. :)


I could try to add a round toadstool and make one of the pointy ones whitish... to make it look more like your models.
(I use them at 60% size in-game btw, 'cause they are on forested tiles they suffer from clipping.)

Psychic_Llamas
Feb 06, 2008, 06:57 PM
nah, it dosnt look very good as a button, too blurry :p (the second ones fine, but if you want to edit them some go ahead ;) )

can you please post a screenshot of what the mushrooms look like in game?

Arexack_heretic
Feb 07, 2008, 10:57 AM
I'd like to have a small forest clearing in which to place the 'shrooms, but prolly that requires it to be an improvement instead. :/
(trying out 'bArea' next test, maybe that will do something)

screenshot attached. of mush at .5 scale.

deadliver
Feb 07, 2008, 11:30 AM
The shrooms man, they bring all the pretty colors....


Those look good!

Psychic_Llamas
Feb 07, 2008, 06:03 PM
yay! im happy with how those turned out in game (never managed to get the resource thing sorted out) thanks AH!

Arexack_heretic
Feb 07, 2008, 06:18 PM
really?
:confused: it is fairly similar to adding a unit,
only without the 'who is allowed to build it' stuff to worry about.

Only thing I didn't get working is animation, so they are not swaying in the wind like the trees do.
Simply using the 'wheat'-mkf in the XML causes instant CTD.
(I got frequent CTDs now, but those are probably unrelated to the mushrooms and should be attributed to non-functional units and/or build-actions.)

I'll upload a 'rat-wars' mini-mod as soon as I get a complete unitset and solved (most) of the errors.
(also got a tag=1 error in the improvements.xml, which haven't located yet) :lol:

edit:
Right now I got it set up as a bonus only (gives bonus on ocupied tile, + extra bonus when an improvement (shroomfarm) is built on it, but it cannot be traded like a resource. If I understand the XML correctly, this means it is only in effect for the local city.
It also means, no buildings or civ/citymechanics can draw effects from mushrooms (besides local fat-cross effects of terrain).
I assume I can add resource functionality with ease.

But as a bonus that is only possitive for few races, I thought trading it was odd.
...Although only those civs that can build shroomfarms (or equivalents) can harvest it offcourse. hmm.
I still fear for AIs trading usefull resources for the toxic foodstuff though.

Psychic_Llamas
Feb 07, 2008, 08:28 PM
i think mushrooms should appear with herb lore, and grant +1 health with certain buildings (civ specific for dwarves, gobbos etc) and +1 food for those civs. no other civs could see this reseouce or use it, or trade it, so we dont need to worry about negative effects for other civs

Gobbos would get the additional benefit of it enabling them to build fanatics, and granting units built in cities with shrooms in its borders the fanatic promotion. (havent decided what that promo would do yet)

Arexack_heretic
Feb 11, 2008, 10:34 AM
I'll leave this bonus vs resource discussion open to suggestions.

new toadstool icon: (also added it to the resource atlas, but not sure about the coord system. right of BB-tickets 34 is #35 yes? then again, that is in the 5th row, while the monster resource is in the 3rd with a #20-something value...)
...edit I sweem to have killed the 'barley' icon with the above modification. ? strange

edit: I also seem to have broken the 'prereq_promotion' stuff somehow. (unrelated to the shrooms)

Psychic_Llamas
Feb 11, 2008, 06:58 PM
i like that button, very nice :)

Arexack_heretic
Feb 12, 2008, 04:41 AM
I tried adding it to the image-compilation-file in art/interface/buttons/terrainfeatures/,
to get the small buttonfont working (currently using 22 = gems), corrected the alphalayer.
But this results in purple buttons for barley and for shrooms.

The only explanation I can come up with is that only barley and the shroom link to this file and I have exported directly from PS thus f*ing it up.

I'll try saving the alpha seperately and then combining the two in DXTBmp later.

deadliver
Feb 12, 2008, 05:55 PM
thats a cool looking button

Arexack_heretic
Feb 13, 2008, 03:43 PM
some more buttons

Psychic_Llamas
Feb 13, 2008, 08:04 PM
hmmm, im not a fan of those buttons. they are too differnet from the other styles :(

Arexack_heretic
Feb 14, 2008, 05:10 AM
What style?

I don't get it, there are about two pre-existing dwarf buttons.
Do you mean the FfH buttons?

-
these were coloured in armylist line drawings, selected for visible weapons and squatness. without any backgrouynds.

deadliver
Feb 14, 2008, 11:24 AM
Hey AH the art on those buttons are cool but any way you can make them darker? You could use photoshop for that I believe. I think that is what Lama means when saying they don't fit in cos the other buttons I have seen so far are dark.

Arexack_heretic
Feb 14, 2008, 12:11 PM
Yeah, I got a buggered monitor.
The contrast is way to high (or brightness too low) which causes black squares for many of the buttons.
I overcompensate in my buttons to be able to see what Im doing...Adjusting the brightnes and contrast is child's play though. :)


I also still need a backdrop for these.


Is that what you meant PL?

http://forums.civfanatics.com/attachment.php?attachmentid=169265&stc=1&d=1202851604

Psychic_Llamas
Feb 15, 2008, 06:59 AM
kinda. to me they look a bit too cartoony, the others we have (ie the gobbos and elves etc are more based on the actuall WH modles and look more realistic.

Arexack_heretic
Feb 15, 2008, 09:42 AM
rather based on paintings etc in stead of pen-drawings. I could Invest more time and work on top of the dark lines, creating a more 'realistic' image.

Mind that this is 55 pixels! in order to keep things recognisable some cartoonisation is inevitable. ;)

deadliver
Feb 15, 2008, 10:35 AM
kinda. to me they look a bit too cartoony, the others we have (ie the gobbos and elves etc are more based on the actuall WH modles and look more realistic.

Hey those are based off of models too, those are old arse Warhammer Battle pics if I remember correctly.

Arexack_heretic
Feb 15, 2008, 10:43 AM
jup, scans of the old WHFB Armies book.

btw I got the forest clearing for mushrooms. added it in the nif-file.
maybe I can add shadows too, but don't expect animations of swaying shrooms. (They'll be amongst the trees anyhow.)

deadliver
Feb 15, 2008, 01:58 PM
I loved that Armies book. I used it when I was running my old Warhammer RPG game. Got some good backgorund in it (for the time).

Nice shrooms, those look great!

deadliver
Apr 17, 2008, 03:45 PM
Hey Heretic, whats the news with this thread? Is it dead :(

If not, GET BACK TO WORK *WHIP WHIP*

Arexack_heretic
Apr 17, 2008, 06:30 PM
Thanks, I really need some whipping sometimes. :)

No this is not dead, just having a dwarven snooze.

edit: Hey P_L / Deon, did I upload/email the files/code for those mushrooms?

deadliver
Apr 17, 2008, 06:41 PM
Glad to hear it! Hey so Psychic Lama said that he envisions a line of buildings that are unique for each race. I was thinking, do you want to go with a food/health producing line for the dwarves?

We came up with some good ideas. Did you want to go with a district style setup for these buildings, seems that it would not really work? Perhaps the Underground fishery could unlock access to the pro fish buildings? Maybe give them access to a bunch of tier one buildings that emulate harbors etc.

Underground Fishery -> Fishmonger
Dwarven Trading Post-> provides +50% trade route yield, or +1 trade route (emulates the harbor/light house)

Arexack_heretic
Apr 17, 2008, 07:00 PM
I'd have to read the posts you are refering to I think.
Dwarves would great mariners make, me thinks....but maybe not enough to warrant districts in every city.

I object to too many buildings giving a food bonus to D. esp. if they come into play in the later game. D growth should not increase with time, rather the opposite.
I envisage D doing an early greedy land-grab and then jealously holding on to it by their beards.
Perhaps D could start with multiple settlers or have an early (obsoletable) settler unit
that is dirt cheap.
D. unique buildings might give magic resistance boosts, morale boost, production boost or even allow production of special units (slayers or mechanical units?), but I don't think food is a good idea.

deadliver
Apr 17, 2008, 07:04 PM
I thnk you misunderstood what I meant. I was referring to our earlier discussion where landlocked holdings could pick up either a food bonus (like plus one) or the fish resource.

Arexack_heretic
Apr 17, 2008, 07:30 PM
ah. yes. that might be cool....maybe as an event.

"oh no! Doom strikes. The mines near $city$ have suffered a collapse and flooded, killing several of our miners.
We could salvage this tragedy and construct an underground lake in which we can breed fish.
prereqs:
1: have fish resource,
2: have city with 2+ pop,
3: have an elligable mined/worked hills-tile in eligable city radius with access to fresh water.
4: have enough of money.
success: a cavefish pond is created in the tile...gives +1 food but -1prod...
failure : the mine is destroyed and replaced by ruins. In each case the city loses 1pop.

we'd have to add create fishery to the workers' builds in order to allow the resource to be collected.
How would the subterranean lake be best represented? a darkened version of the oasis without trees? and a fish in it.

deadliver
Apr 17, 2008, 07:34 PM
ah. yes. that might be cool....maybe as an event.

"oh no! Doom strikes. The mines near $city$ have suffered a collapse and flooded, killing several of our miners.
We could salvage this tragedy and construct an underground lake in which we can breed fish.
prereqs:
1: have fish resource,
2: have city with 2+ pop,
3: have an elligable mined/worked hills-tile in eligable city radius with access to fresh water.
4: have enough of money.
success: a cavefish pond is created in the tile...gives +1 food but -1prod...
failure : the mine is destroyed and replaced by ruins. In each case the city loses 1pop.

we'd have to add create fishery to the workers' builds in order to allow the resource to be collected.
How would the subterranean lake be best represented? a darkened version of the oasis without trees? and a fish in it.

Wow thats a good idea dude! Making it an event will fix balance issues. As far as a graphical representation? I suppose maybe a mine but instead of the floor make it look like a dark pool? Maybe have a tiny little cottage outside like a plantation for the fish monger dude.

Arexack_heretic
Apr 17, 2008, 07:47 PM
hmm.
basing it off the mine will at least avoid problems with the positioning. it even has a premade wooden jetty!

deadliver
Apr 17, 2008, 07:52 PM
Yep! Simplicity in itself, just some minor coloring really huh? Hey another idea for you. Dwarves are ultra conservative right and do not really like to innovate unless they have to? How about giving their version of the Alchemist/inventor guild not actually giving them a science bonus but instead either giving them culture and cash or production?

I bring that up cos all the stuff they use are designs that are centuries old, in the novels there was a trollslayer I think who invented a zeppelin! He was kicked out of the dwarf hold because he defied the guild, lol.

Arexack_heretic
Apr 17, 2008, 08:03 PM
lol.
yeah D. are have advanced tech compared to other races because those others either are just starting out or care about other stuff like magic or trees or killing or being not-dead.
Modern D. are taken by themselves really conservative...they considder themselves at their pinnacle of achievement (or rather past it actually) ...kinda like china at the start of last century. But lucky for china, it's ancient barbarian nemesis was bribable and eventually absorbed...orks don't conquer and rule, they pillage and loot.

deadliver
Apr 17, 2008, 08:10 PM
Hmm I smell a rogue dwarf inventor event manifesting itself!

Psychic_Llamas
Apr 18, 2008, 12:35 AM
Hey P_L / Deon, did I upload/email the files/code for those mushrooms?

i never got the files, but if you upload them ill add them to the minimod. :)

Perhaps D could start with multiple settlers or have an early (obsoletable) settler unit that is dirt cheap.

i like that idea. maybe the same for every anciant race (elves etc?)

ah. yes. that might be cool....maybe as an event...
cool idea.

Arexack_heretic
Apr 18, 2008, 08:36 AM
Sent you (P_L) all my files and codesnippets on the shrooms, so you can integrate them. (G-mail)

I'll have to reboot my dwarf-designing micro-mod (modofamodofamod) as I seem to have promised a rat-wars upgrade. Which will include a new dwarf unit list, new improvements to use the new resources and to bolster the reputation of dwarves as engineers. A start on skaven units.

I just need to restrict myself to a few changes at a time and not keep changing too many things at once. :angry at self:

rocklikeafool
Apr 25, 2008, 03:19 AM
One thing might be interestin but is only viable if you expand the amount of area that Dwarves have availability to settle (cuz it's requires one port city, preferably the city of Barak Varr, the only Dwarf seaport) is Dwarven Ironclads. Another idea also requirin the port of Barak Varr is the fabled regiment of Slayer Pirates.

Thoughts?

Arexack_heretic
Apr 25, 2008, 04:18 AM
i hadn't considdered the fixed map as standard, so saw no reason to not include them.
(haven't started on adding them though, focussing on early units and workerbuilds)
no big shortage of good locations on most random maps.

A Dwarf will just need to find a location for a seaside city or capture one.

Or include an underground channel to the coast from a landlocked city just a few tiles distant from sea... as a worldwonder...
no idea how though.

or a terraintype-changing sapper-unit-sacrifice-'spell'.

rocklikeafool
Apr 25, 2008, 04:32 AM
A Dwarf will just need to find a location for a seaside city or capture one.

Fair nough and not too hard to do. Jus y'll keep in mind that the only Dwarven seaport is called Barak Varr.

or a terraintype-changing sapper-unit-sacrifice-'spell'.

If ya do go this route, then I prefer this method for it.

Arexack_heretic
Apr 25, 2008, 04:50 AM
Jus y'll keep in mind that the only Dwarven seaport is called Barak Varr.
That 'll depend on the dwarven city settling order...unless dwarves start with all their cities established. which sounds boring to me...and not all lost cities are mentioned I think.
...could be a nice concept for a next scenario after kinstrife: "Age of the Beard"
Keep the dwarves alive for several ages while first elves, then skaven and orks attack relentlessly.

Some nice quest opportunities too:
drive all highelves from the shores of the oldworld before the end of the age of magic at any cost.
Do not lose the city of Kharak-x...ever...or recapture it in y turns, else get -2happy empirewide.
limiting dwarves to conscription in such a scenario should add another epic doomsday feeling of dwarfs being genocided.

rocklikeafool
Apr 25, 2008, 02:09 PM
That 'll depend on the dwarven city settling order...unless dwarves start with all their cities established. which sounds boring to me...and not all lost cities are mentioned I think.

Altho that is true, jus pointin out that in the Warhammer world, based off of both the RPG and the Warhammer game, Barak Varr is the only Dwarven seaport.

deadliver
Apr 26, 2008, 06:08 AM
Altho that is true, jus pointin out that in the Warhammer world, based off of both the RPG and the Warhammer game, Barak Varr is the only Dwarven seaport.

How about having labeled ruins for the player to resettle at their discretion? Just help give some guidance about where those cities were. Course if they are beginning the game on turn one that would not make sense. Personally I enjoyed the WB map in the public maps folder in the MOD folder, gave me a chance to settle bugmans brewery for example.

Psychic_Llamas
Apr 26, 2008, 07:10 AM
eventually we hope to use the city placement strategy from Rhyes where any city built in a certain area has a specific name, ie any city built on the coast near the location of Barak Varr will eb called Barak Var, but if the woodelves capture it it will take on a suitably woodelven name.

Arexack_heretic
Apr 26, 2008, 11:06 AM
That IS an interesting feature.

But only applicable again to a fixed map.

...Can you think up enough specific names to allow for example a WE world domination victory?

rocklikeafool
Apr 26, 2008, 03:06 PM
Hmm I smell a rogue dwarf inventor event manifesting itself!

That sounds cool. Wat would the event play out as? Wat would it require to trigger? Wat would the options for it be? (Etc.)

Psychic_Llamas
Apr 26, 2008, 07:24 PM
Can you think up enough specific names to allow for example a WE world domination victory

not enough to rename every city to a WE name, but enough certainly to rename the most likely paths of domination. the same for most other civs.

rocklikeafool
Apr 26, 2008, 08:15 PM
not enough to rename every city to a WE name, but enough certainly to rename the most likely paths of domination. the same for most other civs.

That sounds cool. How would that play out for the WEs? DO they have to conquer everything?

Psychic_Llamas
Apr 26, 2008, 10:21 PM
we should move discussion of non-dwarves to anther thread. getting a bit off topic again ;)

rocklikeafool
Apr 26, 2008, 10:24 PM
Sorry. Are there any Dwarven victories? (Besides the drive the HEs off the old world.)

Psychic_Llamas
Apr 26, 2008, 10:26 PM
i would expect dwarves should aquire a set ammount of gold by turn 'x', destroy the skaven, orc and goblin civs, and be the only civ to control the worlds edge mountains by turn 'x'

rocklikeafool
Apr 26, 2008, 10:44 PM
That sounds good. Hard nough to do, but not impossible.

Arexack_heretic
Dec 01, 2008, 10:22 AM
code that I had in drive but not submitted: (outdated now)
miner:

<UnitInfo>
<Class>UNITCLASS_MINER</Class>
<Type>UNIT_DWARF_MINER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_MINER</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_MINER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_PROSPECTOR</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_RAILROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_MINE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_FORT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_MINING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
<iProductionTrait>10</iProductionTrait>
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_INDUSTRIOUS</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>75</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>2</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_REGIMENT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>1</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>

townsfolk:

<UnitInfo>
<Class>UNITCLASS_WORKER</Class>
<Type>UNIT_DWARF_TOWNSFOLK</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_DWARF_CRAFTER</Description>
<Civilopedia>TXT_KEY_UNIT_DWARF_CRAFTER_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_ECONOMY</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_MINER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds>
<Build>
<BuildType>BUILD_ROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_RAILROAD</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FARM</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_BAKERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_SHROOMFARM</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_MINE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WORKSHOP</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_LUMBERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINDMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_WATERMILL</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PLANTATION</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_QUARRY</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_PASTURE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_WINERY</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_COTTAGE</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARVEN_SETTLEMENT</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_FORT</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_DWARF_STRONGHOLD</BuildType>
<bBuild>0</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
<bBuild>1</bBuild>
</Build>
<Build>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
<bBuild>1</bBuild>
</Build>
</Builds>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_CRAFTING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
<iProductionTrait>25</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>50</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>100</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>2</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>2</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>1</iPower>
<UnitMeshGroups>
<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_DWARVES</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_DWARF</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_REGIMENT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>1</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>1</bNeverObsolete>
<iCombatDefense>3</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iWeaponTier>0</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>