BRIEF DESCRIPTION :: General name.
The general name of an entity is the name that takes the place of prominence in the user interface because the specific name is so foreign to the players.
This general name is also a name that will be translated to the native language (localized).
- Town Centre
- Wall Tower
- Scout Tower
- Infantry Swordsman
- Infantry Spearman
- Infantry Javelinist
- Infantry Slinger
- Infantry Archer
- Cavalry Swordsman
- Cavalry Spearman
- Cavalry Javelinist
- Cavalry Archer
- Female Citizen
- Super Unit
BRIEF DESCRIPTION :: A list of strings identifying the unit. These can be used to categories the entity in various ways.
Class strings will be implemented only as needed (for example, for technologies that affect certain groups of units), these categories include:
- Aqua = Vegetation on water.
- Bow = Infantry Archer, Cavalry Archer.
- Cavalry = This is a variation of a Citizen Soldier (units with economic and military capabilities) that rides on a beast or is pulled by a beast. All Cavalry Citizen Soldiers: Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
- Civic = Structures that 'serve the people'.
- Citizen Soldier = Land units that serves a dual economic and military role (split into Infantry Citizen Soldiers and Cavalry Citizen Soldiers): Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger, Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
- Defensive Defensive Structures: Outpost, Wall, Tower, Gate, (any Wall or Tower Special Buildings).
- Economic = Structures that promote an economy.
- Fauna = These are animals. Some are sources of Food.
- Flora = These are forms of vegetation. Vegetation on dry land.
- Foot = Non-mounted infantry, support and special infantry: Infantry Citizen Soldiers, Female Citizen, Healer, Super Infantry Unit, non-mounted Heroes.
- Gaia = an entity that represents 'nature'.
- Gaia Building = A special building unique to Gaia (such as a Settlement).
- Geo = Non-living. Inorganic. These are rocks, minerals and anything in nature that isn't 'alive'.
- Hero = This is a legendary unit that is unique to a civilization and has special powers. A significant figure from the civilization's history.
- Housing Housing Structures: Civilian Centre, House, Farmstead, Dock, Market, Temple, Fortress.
- Infantry = This is a variation of a Citizen Soldier (units with economic and military capabilities) that walks on foot. All Infantry Citizen Soldiers: Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
- Javelin = Infantry Javelinist, Cavalry Javelinist.
- Mechanical = This unit is a mechanical weapon. A mechanical conveyance or weapon: Onager, Ballista, Ram, Merchantman, Bireme, Trireme, Quinquereme, Super Siege Unit (if applicable).
- Melee = Units that fight in hand-to-hand combat, typically associated with hack attack. (All units with a melee weapon.)
- Military = Structures that provide for the defense. Non-mechanical land units capable of attacking opposing units: Infantry Citizen Soldiers, Cavalry Citizen Soldiers, Super Units and Heroes.
- Mineral = Typically a source of Ore.
- Mounted = A "humanoid" unit that rides some kind of mount (horseback, camelback, donkey, animal drawn cart, elephant or chariot): Cavalry Citizen Soldiers, Super Cavalry Units, mounted Heroes.
- Norm = This is a normal structure. Some structures serve as training centers for units and gateways to researching of technologies.
- Offensive Military Production Structures: Town Centre, Barracks, Dock, Fortress.
- Organic = All units that aren't in the Mechanical category (basic and special infantry and cavalry, and support units).
- Other = anything that isn't a Unit, Structure, or Gaia (eg a projectile).
- City Phase = City Phase Structures: Fortress, (any SBs).
- Town Phase = Town Phase Structures: Barracks, Market, Temple, Dock.
- Village Phase = Village Phase Structures: Town Centre, House, Mill, Farmstead, Field, Corral, Outpost, Wall, Tower, Gate.
- Plant = This is low lying vegetation. They're typically just eye candy.
- Projectile = An airborne weapon that causes damage.
- Ranged = Units that fight with missile weapons, typically associated with pierce attack. (All units with a ranged weapon.)
- Resource = Any entity from which a resource may be collected. Or this is not a structure at all, but a resource that can be 'built' by a player (fields and corrals).
- Rock = Typically a source of Stone.
- Ship = Provide passage over waterways. Merchantman, Bireme, Trireme, Quinquereme.
- Siege = Typically units whose purpose is the destruction of structures. Onager, Ballista, Land Ram.
- Sling = Infantry Slinger.
- Spear = Infantry Spearman, Cavalry Spearman.
- Special = Anything that doesn't fit the above categories.
- Stone (Civ-dependent; Structures constructed of stone).
- Structure = an entity that doesn't move around, but may be controlled by the player.
- Super Unit = This unit is unique to a civilization and has special traits that make it unique and super. A particularly powerful, rare and expensive unit, typically unique to a civilization, and more likely than most units to require unique content. Its closest relation would probably be the Ao(x) UU: Super Infantry Unit, Super Cavalry/Siege Unit.
- Supply Resource Structures: Civilian Centre, Mill, Farmstead.
- Support = These units do not have any military capabilities. Female Citizen, Healer, Trader.
- Sword = Infantry Swordsman, Cavalry Swordsman.
- Tower Tower Structures: Outpost, Tower, (any Tower Special Buildings).
- Trade = Trader, Merchantman.
- Tree = This is tall vegetation. They're typically a source of Wood.
- Unit = an entity that can move around and may be controllable by a player.
- Wall = Wall Structures: Wall, (any Wall Special Buildings).
- Warship = A naval unit serving only a military purpose: Bireme, Trireme, Quinquereme.
- Wood = (Civ-dependent; Structures constructed of wood).
- Worker = Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger, Female Citizen.
BRIEF DESCRIPTION :: The name of the civilization that owns this entity.
An abbreviated four-character lower-case version of this property called civ_code is generated from JS when the entities are initialized, and used for internal reference to a civilization.
A 'civilization' in a game is defined as a collection of common entities. This civilization is unique in its art, sounds, and gameplay when compared to other civilizations. The basis of this uniqueness is historical research.
Our ultimate goal is to feature the primary civilizations that existed between 500 B.C. and 500 A.D. The first release will focus on six civilizations spanning the first five hundred years of this millennial range:
- The Sicilians - Sicilians - sici
- The Galatians - Galatians - galt
- The Athelstans - Athelstans - athl
- The Hellenic City States - Hellenisans - hele
- The Persian Empire - Persians - pers
- Pre-Imperial Rome - Romans - rome
Other civilizations are also ready internally. But we are aiming to gradually release civilizations so that the players are not overwhelmed with the sheer amount of civilizations available from the first day the game is launched. This also helps players spend time on the available civilizations, learn the gameplay, rules and mechanics before next phase of civilizations are introduced.
BRIEF DESCRIPTION :: A paragraph of historical text about the unit.
Displayed in the game's on-line manual. Will be localized with time.
BRIEF DESCRIPTION :: Rollover text for GUI. Mouse selection.
This is a text string that is displayed in the GUI info box. This briefly covers the unit's purpose in the game, and then following that there will be information about what technologies can be used to improve the entity's statistics.
This will also be translated overtime to ensure that players can read this information. And so that players from different parts of the globe can play the game. Not everyone speaks English.
BRIEF DESCRIPTION :: Indicates that each instance of this unit should be given a "personal name".
Not yet implemented. Personal tag is in use, but scripting to generate names still needs to be done.
The generated name (if any) is stored in entity.traits.id.personal.name, and is determined from various ID attributes such as the civilization, the class of unit (organic, mechanical) and gender (male, female, none) indicated in the ID.Classes attribute. This information is used to select an appropriate text list of random first and second names for the appropriate categories.
This could also be done with structures such as the Town Centre for random town name generation.
Possibly this is also an idea for NFTs.