Entity component documentation

In 0 A.D., entities (units and buildings and other world objects) consist of a collection of components, each of which determines part of the entity's behaviour. Entity template XML files specify the list of components that are loaded for each entity type, plus initialisation data for the components.

This page lists the components that can be added to entities and the XML syntax for their initialisation data.

Available components:

Display RELAX NG grammar fragments

AIProxy

RELAX NG Grammar

<element name="AIProxy">
  <interleave>
    <empty/>
  </interleave>
</element>

Armour

Controls the damage resistance of the unit.

Example

<Armour>
  <Hack>10.0</Hack>
  <Pierce>0.0</Pierce>
  <Crush>5.0</Crush>
</Armour>

Hack

Hack damage protection.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Pierce

Pierce damage protection.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Crush

Crush damage protection.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RELAX NG Grammar

<element name="Armour">
  <interleave>
    <element name="Hack">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="Pierce">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="Crush">
      <ref name="nonNegativeDecimal"/>
    </element>
  </interleave>
</element>

Attack

Controls the attack abilities and strengths of the unit.

Example

<Attack>
  <Melee>
    <Hack>10.0</Hack>
    <Pierce>0.0</Pierce>
    <Crush>5.0</Crush>
    <MaxRange>4.0</MaxRange>
    <RepeatTime>1000</RepeatTime>
    <Bonuses>
      <Bonus1>
        <Civ>pers</Civ>
        <Classes>Infantry</Classes>
        <Multiplier>1.5</Multiplier>
      </Bonus1>
      <BonusCavMelee>
        <Classes>Cavalry Melee</Classes>
        <Multiplier>1.5</Multiplier>
      </BonusCavMelee>
    </Bonuses>
  </Melee>
  <Ranged>
    <Hack>0.0</Hack>
    <Pierce>10.0</Pierce>
    <Crush>0.0</Crush>
    <MaxRange>44.0</MaxRange>
    <MinRange>20.0</MinRange>
    <PrepareTime>800</PrepareTime>
    <RepeatTime>1600</RepeatTime>
    <ProjectileSpeed>50.0</ProjectileSpeed>
    <Bonuses>
      <Bonus1>
        <Classes>Cavalry</Classes>
        <Multiplier>2</Multiplier>
      </Bonus1>
    </Bonuses>
  </Ranged>
  <Charge>
    <Hack>10.0</Hack>
    <Pierce>0.0</Pierce>
    <Crush>50.0</Crush>
    <MaxRange>24.0</MaxRange>
    <MinRange>20.0</MinRange>
  </Charge>
</Attack>

Melee

Optional.

Hack

Hack damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Pierce

Pierce damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Crush

Crush damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

MaxRange

Maximum attack range (in metres).

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RepeatTime

Time between attacks (in milliseconds). The attack animation will be stretched to match this time.

Value type: positive integer (e.g. 1 or 5).

Bonuses

Optional.

Civ

Optional.

If an entity has this civ then the bonus is applied.

Value type: text.

Classes

If an entity has all these classes then the bonus is applied.

Value type: text.

Multiplier

The attackers attack strength is multiplied by this.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Ranged

Optional.

Hack

Hack damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Pierce

Pierce damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Crush

Crush damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

MaxRange

Maximum attack range (in metres).

Value type: non-negative decimal (e.g. 0.0 or 2.5).

MinRange

Minimum attack range (in metres).

Value type: non-negative decimal (e.g. 0.0 or 2.5).

PrepareTime

Time from the start of the attack command until the attack actually occurs (in milliseconds). This value relative to RepeatTime should closely match the "event" point in the actor's attack animation.

Value type: non-negative integer (e.g. 0 or 5).

RepeatTime

Time between attacks (in milliseconds). The attack animation will be stretched to match this time.

Value type: positive integer (e.g. 1 or 5).

ProjectileSpeed

Speed of projectiles (in metres per second). If unspecified, then it is a melee attack instead.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Bonuses

Optional.

Civ

Optional.

If an entity has this civ then the bonus is applied.

Value type: text.

Classes

If an entity has all these classes then the bonus is applied.

Value type: text.

Multiplier

The attackers attack strength is multiplied by this.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Charge

Optional.

Hack

Hack damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Pierce

Pierce damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Crush

Crush damage strength.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

MaxRange

Value type: non-negative decimal (e.g. 0.0 or 2.5).

MinRange

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Bonuses

Optional.

Civ

Optional.

If an entity has this civ then the bonus is applied.

Value type: text.

Classes

If an entity has all these classes then the bonus is applied.

Value type: text.

Multiplier

The attackers attack strength is multiplied by this.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RELAX NG Grammar

<element name="Attack">
  <interleave>
    <optional>
      <element name="Melee">
        <interleave>
          <element name="Hack">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Pierce">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Crush">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="MaxRange">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="RepeatTime">
            <data type="positiveInteger"/>
          </element>
          <optional>
            <element name="Bonuses">
              <zeroOrMore>
                <element>
                  <anyName/>
                  <interleave>
                    <optional>
                      <element name="Civ">
                        <text/>
                      </element>
                    </optional>
                    <element name="Classes">
                      <text/>
                    </element>
                    <element name="Multiplier">
                      <ref name="nonNegativeDecimal"/>
                    </element>
                  </interleave>
                </element>
              </zeroOrMore>
            </element>
          </optional>
        </interleave>
      </element>
    </optional>
    <optional>
      <element name="Ranged">
        <interleave>
          <element name="Hack">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Pierce">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Crush">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="MaxRange">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="MinRange">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="PrepareTime">
            <data type="nonNegativeInteger"/>
          </element>
          <element name="RepeatTime">
            <data type="positiveInteger"/>
          </element>
          <element name="ProjectileSpeed">
            <ref name="nonNegativeDecimal"/>
          </element>
          <optional>
            <element name="Bonuses">
              <zeroOrMore>
                <element>
                  <anyName/>
                  <interleave>
                    <optional>
                      <element name="Civ">
                        <text/>
                      </element>
                    </optional>
                    <element name="Classes">
                      <text/>
                    </element>
                    <element name="Multiplier">
                      <ref name="nonNegativeDecimal"/>
                    </element>
                  </interleave>
                </element>
              </zeroOrMore>
            </element>
          </optional>
        </interleave>
      </element>
    </optional>
    <optional>
      <element name="Charge">
        <interleave>
          <element name="Hack">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Pierce">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="Crush">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="MaxRange">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="MinRange">
            <ref name="nonNegativeDecimal"/>
          </element>
          <optional>
            <element name="Bonuses">
              <zeroOrMore>
                <element>
                  <anyName/>
                  <interleave>
                    <optional>
                      <element name="Civ">
                        <text/>
                      </element>
                    </optional>
                    <element name="Classes">
                      <text/>
                    </element>
                    <element name="Multiplier">
                      <ref name="nonNegativeDecimal"/>
                    </element>
                  </interleave>
                </element>
              </zeroOrMore>
            </element>
          </optional>
        </interleave>
      </element>
    </optional>
  </interleave>
</element>

Auras

Radius

Value type: non-negative integer (e.g. 0 or 5).

Bonus

Optional.

Value type: positive integer (e.g. 1 or 5).

Time

Optional.

Value type: non-negative integer (e.g. 0 or 5).

Speed

Optional.

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="Auras">
  <interleave>
    <oneOrMore>
      <element>
        <choice>
          <name>Allure</name>
          <name>Infidelity</name>
          <name>Heal</name>
          <name>Courage</name>
          <name>Fear</name>
        </choice>
        <interleave>
          <element name="Radius">
            <data type="nonNegativeInteger"/>
          </element>
          <optional>
            <element name="Bonus">
              <data type="positiveInteger"/>
            </element>
          </optional>
          <optional>
            <element name="Time">
              <data type="nonNegativeInteger"/>
            </element>
          </optional>
          <optional>
            <element name="Speed">
              <data type="positiveInteger"/>
            </element>
          </optional>
        </interleave>
      </element>
    </oneOrMore>
  </interleave>
</element>

BuildLimits

Specifies per category limits on number of buildings that can be constructed for each player.

Example

<BuildLimits>
  <Limits>
    <CivilCentre/>
    <ScoutTower>25</ScoutTower>
    <Fortress>10</Fortress>
    <Special>
      <LimitPerCivCentre>1</LimitPerCivCentre>
    </Special>
  </Limits>
</BuildLimits>

LimitMultiplier

Value type: positive decimal (e.g. 1.0 or 2.5).

Limits

LimitPerCivCentre

Specifies that this limit is per number of civil centres..

Value type: non-negative integer (e.g. 0 or 5).

RELAX NG Grammar

<element name="BuildLimits">
  <interleave>
    <element name="LimitMultiplier">
      <ref name="positiveDecimal"/>
    </element>
    <element name="Limits">
      <zeroOrMore>
        <element>
          <anyName/>
          <choice>
            <text/>
            <element name="LimitPerCivCentre">
              <data type="nonNegativeInteger"/>
            </element>
          </choice>
        </element>
      </zeroOrMore>
    </element>
  </interleave>
</element>

BuildRestrictions

Specifies building placement restrictions as they relate to terrain, territories, and distance.

Example

<BuildRestrictions>
  <BuildRestrictions>
    <PlacementType>land</PlacementType>
    <Territory>own</Territory>
    <Category>Special</Category>
    <Distance>
      <FromCategory>CivilCentre</FromCategory>
      <MaxDistance>40</MaxDistance>
    </Distance>
  </BuildRestrictions>
</BuildRestrictions>

PlacementType

Specifies the terrain type restriction for this building..

Value is one of:

land
shore

Territory

Specifies territory type restrictions for this building..

Category

Specifies the category of this building, for satisfying special constraints..

Value is one of:

CivilCentre
House
ScoutTower
Farmstead
Market
Barracks
Dock
Fortress
Field
Temple
Wall
Fence
Mill
Stoa
Resource
Special

Distance

Optional.

Specifies distance restrictions on this building, relative to buildings from the given category..

FromCategory

Value is one of:

CivilCentre

MinDistance

Optional.

Value type: positive integer (e.g. 1 or 5).

MaxDistance

Optional.

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="BuildRestrictions">
  <interleave>
    <element name="PlacementType">
      <choice>
        <value>land</value>
        <value>shore</value>
      </choice>
    </element>
    <element name="Territory">
      <list>
        <oneOrMore>
          <choice>
            <value>own</value>
            <value>ally</value>
            <value>neutral</value>
            <value>enemy</value>
          </choice>
        </oneOrMore>
      </list>
    </element>
    <element name="Category">
      <choice>
        <value>CivilCentre</value>
        <value>House</value>
        <value>ScoutTower</value>
        <value>Farmstead</value>
        <value>Market</value>
        <value>Barracks</value>
        <value>Dock</value>
        <value>Fortress</value>
        <value>Field</value>
        <value>Temple</value>
        <value>Wall</value>
        <value>Fence</value>
        <value>Mill</value>
        <value>Stoa</value>
        <value>Resource</value>
        <value>Special</value>
      </choice>
    </element>
    <optional>
      <element name="Distance">
        <interleave>
          <element name="FromCategory">
            <choice>
              <value>CivilCentre</value>
            </choice>
          </element>
          <optional>
            <element name="MinDistance">
              <data type="positiveInteger"/>
            </element>
          </optional>
          <optional>
            <element name="MaxDistance">
              <data type="positiveInteger"/>
            </element>
          </optional>
        </interleave>
      </element>
    </optional>
  </interleave>
</element>

Builder

Allows the unit to construct and repair buildings.

Example

<Builder>
  <Rate>1.0</Rate>
  <Entities datatype="tokens">
    structures/{civ}_barracks
    structures/{civ}_civil_centre
    structures/celt_sb1
  </Entities>
</Builder>

Rate

Construction speed multiplier (1.0 is normal speed, higher values are faster).

Value type: positive decimal (e.g. 1.0 or 2.5).

Entities

Space-separated list of entity template names that this unit can build. The special string "{civ}" will be automatically replaced by the unit's four-character civ code.

Value type: text.

datatype

Required value: tokens

RELAX NG Grammar

<element name="Builder">
  <interleave>
    <element name="Rate">
      <ref name="positiveDecimal"/>
    </element>
    <element name="Entities">
      <attribute name="datatype">
        <value>tokens</value>
      </attribute>
      <text/>
    </element>
  </interleave>
</element>

BuildingAI

DefaultArrowCount

Value type: non-negative integer (e.g. 0 or 5).

GarrisonArrowMultiplier

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RELAX NG Grammar

<element name="BuildingAI">
  <interleave>
    <element name="DefaultArrowCount">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="GarrisonArrowMultiplier">
      <ref name="nonNegativeDecimal"/>
    </element>
  </interleave>
</element>

Cost

Specifies the construction/training costs of this entity.

Example

<Cost>
  <Population>1</Population>
  <PopulationBonus>15</PopulationBonus>
  <BuildTime>20.0</BuildTime>
  <Resources>
    <food>50</food>
    <wood>0</wood>
    <stone>0</stone>
    <metal>25</metal>
  </Resources>
</Cost>

Population

Population cost.

Value type: non-negative integer (e.g. 0 or 5).

PopulationBonus

Population cap increase while this entity exists.

Value type: non-negative integer (e.g. 0 or 5).

BuildTime

Time taken to construct/train this unit (in seconds).

Value type: positive decimal (e.g. 1.0 or 2.5).

Resources

Resource costs to construct/train this unit.

food

Value type: non-negative integer (e.g. 0 or 5).

wood

Value type: non-negative integer (e.g. 0 or 5).

stone

Value type: non-negative integer (e.g. 0 or 5).

metal

Value type: non-negative integer (e.g. 0 or 5).

RELAX NG Grammar

<element name="Cost">
  <interleave>
    <element name="Population">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="PopulationBonus">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="BuildTime">
      <ref name="positiveDecimal"/>
    </element>
    <element name="Resources">
      <interleave>
        <element name="food">
          <data type="nonNegativeInteger"/>
        </element>
        <element name="wood">
          <data type="nonNegativeInteger"/>
        </element>
        <element name="stone">
          <data type="nonNegativeInteger"/>
        </element>
        <element name="metal">
          <data type="nonNegativeInteger"/>
        </element>
      </interleave>
    </element>
  </interleave>
</element>

Decay

DelayTime

Time to wait before starting to sink, in seconds.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

SinkRate

Initial rate of sinking, in metres per second.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

SinkAccel

Acceleration rate of sinking, in metres per second per second.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

Inactive

Optional.

If this element is present, the entity will not do any decaying.

RELAX NG Grammar

<element name="Decay">
  <interleave>
    <element name="DelayTime">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="SinkRate">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="SinkAccel">
      <ref name="nonNegativeDecimal"/>
    </element>
    <optional>
      <element name="Inactive">
        <empty/>
      </element>
    </optional>
  </interleave>
</element>

Footprint

Approximation of the entity's shape, for collision detection and outline rendering. Shapes are flat horizontal squares or circles, extended vertically to a given height.

Examples

<Footprint>
  <Square width="3.0" height="3.0"/>
  <Height>0.0</Height>
</Footprint>
<Footprint>
  <Circle radius="0.5"/>
  <Height>0.0</Height>
</Footprint>

Square

Set the footprint to a square of the given size.

width

Size of the footprint along the left/right direction (in metres).

Value type: positive decimal (e.g. 1.0 or 2.5).

depth

Size of the footprint along the front/back direction (in metres).

Value type: positive decimal (e.g. 1.0 or 2.5).

Circle

Set the footprint to a circle of the given size.

radius

Radius of the footprint (in metres).

Value type: positive decimal (e.g. 1.0 or 2.5).

Height

Vertical extent of the footprint (in metres).

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RELAX NG Grammar

<element name="Footprint">
  <interleave>
    <choice>
      <element name="Square">
        <attribute name="width">
          <ref name="positiveDecimal"/>
        </attribute>
        <attribute name="depth">
          <ref name="positiveDecimal"/>
        </attribute>
      </element>
      <element name="Circle">
        <attribute name="radius">
          <ref name="positiveDecimal"/>
        </attribute>
      </element>
    </choice>
    <element name="Height">
      <ref name="nonNegativeDecimal"/>
    </element>
  </interleave>
</element>

GarrisonHolder

Max

Value type: positive integer (e.g. 1 or 5).

List

Value type: text.

datatype

Required value: tokens

EjectHealth

Value type: non-negative decimal (e.g. 0.0 or 2.5).

BuffHeal

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="GarrisonHolder">
  <interleave>
    <element name="Max">
      <data type="positiveInteger"/>
    </element>
    <element name="List">
      <attribute name="datatype">
        <value>tokens</value>
      </attribute>
      <text/>
    </element>
    <element name="EjectHealth">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="BuffHeal">
      <data type="positiveInteger"/>
    </element>
  </interleave>
</element>

Health

Deals with hitpoints and death.

Example

<Health>
  <Max>100</Max>
  <RegenRate>1.0</RegenRate>
  <DeathType>corpse</DeathType>
</Health>

Max

Maximum hitpoints.

Value type: positive integer (e.g. 1 or 5).

Initial

Optional.

Initial hitpoints. Default if unspecified is equal to Max.

Value type: positive integer (e.g. 1 or 5).

RegenRate

Hitpoint regeneration rate per second. Not yet implemented.

Value type: non-negative decimal (e.g. 0.0 or 2.5).

DeathType

Behaviour when the unit dies.

Value is one of:

vanish
Disappear instantly.
corpse
Turn into a corpse.
remain
Remain in the world with 0 health.

Healable

Indicates that the entity can be healed by healer units.

Value type: boolean (true or false).

Repairable

Indicates that the entity can be repaired by builder units.

Value type: boolean (true or false).

RELAX NG Grammar

<element name="Health">
  <interleave>
    <element name="Max">
      <data type="positiveInteger"/>
    </element>
    <optional>
      <element name="Initial">
        <data type="positiveInteger"/>
      </element>
    </optional>
    <element name="RegenRate">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="DeathType">
      <choice>
        <value>vanish</value>
        <value>corpse</value>
        <value>remain</value>
      </choice>
    </element>
    <element name="Healable">
      <data type="boolean"/>
    </element>
    <element name="Repairable">
      <data type="boolean"/>
    </element>
  </interleave>
</element>

Identity

Specifies various names and values associated with the unit type, typically for GUI display to users.

Example

<Identity>
  <Civ>hele</Civ>
  <GenericName>Infantry Spearman</GenericName>
  <SpecificName>Hoplite</SpecificName>
  <Icon>units/hele_infantry_spearman.png</Icon>
</Identity>

Civ

Civilisation that this unit is primarily associated with.

Value is one of:

gaia
Gaia (world objects).
cart
Carthaginians.
celt
Celts.
hele
Hellenes.
iber
Iberians.
pers
Persians.
rome
Romans.

GenericName

Generic English-language name for this class of unit.

Value type: text.

SpecificName

Optional.

Specific native-language name for this unit type.

Value type: text.

SelectionGroupName

Optional.

Name used to group ranked entities.

Value type: text.

Tooltip

Optional.

Value type: text.

Rollover

Optional.

Value type: text.

History

Optional.

Value type: text.

Rank

Optional.

Value is one of:

Basic
Advanced
Elite

Classes

Optional.

datatype

Required value: tokens

Formations

Optional.

datatype

Required value: tokens

Icon

Optional.

Value type: text.

RELAX NG Grammar

<element name="Identity">
  <interleave>
    <element name="Civ">
      <choice>
        <value>gaia</value>
        <value>cart</value>
        <value>celt</value>
        <value>hele</value>
        <value>iber</value>
        <value>pers</value>
        <value>rome</value>
      </choice>
    </element>
    <element name="GenericName">
      <text/>
    </element>
    <optional>
      <element name="SpecificName">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="SelectionGroupName">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="Tooltip">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="Rollover">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="History">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="Rank">
        <choice>
          <value>Basic</value>
          <value>Advanced</value>
          <value>Elite</value>
        </choice>
      </element>
    </optional>
    <optional>
      <element name="Classes">
        <attribute name="datatype">
          <value>tokens</value>
        </attribute>
        <list>
          <zeroOrMore>
            <choice>
              <value>Unit</value>
              <value>Infantry</value>
              <value>Melee</value>
              <value>Cavalry</value>
              <value>Ranged</value>
              <value>Mechanical</value>
              <value>Ship</value>
              <value>Siege</value>
              <value>Champion</value>
              <value>Hero</value>
              <value>Elephant</value>
              <value>Chariot</value>
              <value>Mercenary</value>
              <value>Spear</value>
              <value>Sword</value>
              <value>Bow</value>
              <value>Javelin</value>
              <value>Sling</value>
              <value>Support</value>
              <value>Animal</value>
              <value>Organic</value>
              <value>Structure</value>
              <value>Civic</value>
              <value>CivCentre</value>
              <value>Economic</value>
              <value>Defensive</value>
              <value>Gates</value>
              <value>Wall</value>
              <value>BarterMarket</value>
              <value>Village</value>
              <value>Town</value>
              <value>City</value>
              <value>ConquestCritical</value>
              <value>Worker</value>
              <value>Female</value>
              <value>Healer</value>
              <value>Slave</value>
              <value>CitizenSoldier</value>
              <value>Trade</value>
              <value>Warship</value>
              <value>SeaCreature</value>
              <value>ForestPlant</value>
              <value>DropsiteFood</value>
              <value>DropsiteWood</value>
              <value>DropsiteStone</value>
              <value>DropsiteMetal</value>
            </choice>
          </zeroOrMore>
        </list>
      </element>
    </optional>
    <optional>
      <element name="Formations">
        <attribute name="datatype">
          <value>tokens</value>
        </attribute>
        <list>
          <zeroOrMore>
            <choice>
              <value>Loose</value>
              <value>Box</value>
              <value>ColumnClosed</value>
              <value>LineClosed</value>
              <value>ColumnOpen</value>
              <value>LineOpen</value>
              <value>Flank</value>
              <value>Skirmish</value>
              <value>Wedge</value>
              <value>Testudo</value>
              <value>Phalanx</value>
              <value>Syntagma</value>
              <value>Formation12</value>
            </choice>
          </zeroOrMore>
        </list>
      </element>
    </optional>
    <optional>
      <element name="Icon">
        <text/>
      </element>
    </optional>
  </interleave>
</element>

Loot

xp

Optional.

Value type: non-negative integer (e.g. 0 or 5).

food

Optional.

Value type: non-negative integer (e.g. 0 or 5).

wood

Optional.

Value type: non-negative integer (e.g. 0 or 5).

stone

Optional.

Value type: non-negative integer (e.g. 0 or 5).

metal

Optional.

Value type: non-negative integer (e.g. 0 or 5).

RELAX NG Grammar

<element name="Loot">
  <interleave>
    <optional>
      <element name="xp">
        <data type="nonNegativeInteger"/>
      </element>
    </optional>
    <optional>
      <element name="food">
        <data type="nonNegativeInteger"/>
      </element>
    </optional>
    <optional>
      <element name="wood">
        <data type="nonNegativeInteger"/>
      </element>
    </optional>
    <optional>
      <element name="stone">
        <data type="nonNegativeInteger"/>
      </element>
    </optional>
    <optional>
      <element name="metal">
        <data type="nonNegativeInteger"/>
      </element>
    </optional>
  </interleave>
</element>

Looter

RELAX NG Grammar

<element name="Looter">
  <interleave>
    <empty/>
  </interleave>
</element>

Minimap

Type

Value is one of:

food
wood
stone
metal
structure
settlement
unit
support
hero

Colour

Optional.

r

Value type: integer.

g

Value type: integer.

b

Value type: integer.

RELAX NG Grammar

<element name="Minimap">
  <interleave>
    <element name="Type">
      <choice>
        <value>food</value>
        <value>wood</value>
        <value>stone</value>
        <value>metal</value>
        <value>structure</value>
        <value>settlement</value>
        <value>unit</value>
        <value>support</value>
        <value>hero</value>
      </choice>
    </element>
    <optional>
      <element name="Colour">
        <attribute name="r">
          <data type="integer">
            <param name="minInclusive">0</param>
            <param name="maxInclusive">255</param>
          </data>
        </attribute>
        <attribute name="g">
          <data type="integer">
            <param name="minInclusive">0</param>
            <param name="maxInclusive">255</param>
          </data>
        </attribute>
        <attribute name="b">
          <data type="integer">
            <param name="minInclusive">0</param>
            <param name="maxInclusive">255</param>
          </data>
        </attribute>
      </element>
    </optional>
  </interleave>
</element>

Obstruction

Causes this entity to obstruct the motion of other units.

Example

<Obstruction/>

Static

width

Value type: positive decimal (e.g. 1.0 or 2.5).

depth

Value type: positive decimal (e.g. 1.0 or 2.5).

Unit

radius

Value type: positive decimal (e.g. 1.0 or 2.5).

Active

If false, this entity will be ignored in collision tests by other units but can still perform its own collision tests.

Value type: boolean (true or false).

BlockMovement

Whether units should be allowed to walk through this entity.

Value type: boolean (true or false).

BlockPathfinding

Whether the long-distance pathfinder should avoid paths through this entity. This should only be set for large stationary obstructions.

Value type: boolean (true or false).

BlockFoundation

Whether players should be unable to place building foundations on top of this entity. If true, BlockConstruction should be true too.

Value type: boolean (true or false).

BlockConstruction

Whether players should be unable to begin constructing buildings placed on top of this entity.

Value type: boolean (true or false).

DisableBlockMovement

If true, BlockMovement will be overridden and treated as false. (This is a special case to handle foundations).

Value type: boolean (true or false).

DisableBlockPathfinding

If true, BlockPathfinding will be overridden and treated as false. (This is a special case to handle foundations).

Value type: boolean (true or false).

RELAX NG Grammar

<element name="Obstruction">
  <interleave>
    <choice>
      <element name="Static">
        <attribute name="width">
          <ref name="positiveDecimal"/>
        </attribute>
        <attribute name="depth">
          <ref name="positiveDecimal"/>
        </attribute>
      </element>
      <element name="Unit">
        <attribute name="radius">
          <ref name="positiveDecimal"/>
        </attribute>
      </element>
    </choice>
    <element name="Active">
      <data type="boolean"/>
    </element>
    <element name="BlockMovement">
      <data type="boolean"/>
    </element>
    <element name="BlockPathfinding">
      <data type="boolean"/>
    </element>
    <element name="BlockFoundation">
      <data type="boolean"/>
    </element>
    <element name="BlockConstruction">
      <data type="boolean"/>
    </element>
    <element name="DisableBlockMovement">
      <data type="boolean"/>
    </element>
    <element name="DisableBlockPathfinding">
      <data type="boolean"/>
    </element>
  </interleave>
</element>

Ownership

Allows this entity to be owned by players.

Example

<Ownership/>

RELAX NG Grammar

<element name="Ownership">
  <interleave>
    <empty/>
  </interleave>
</element>

Position

Allows this entity to exist at a location (and orientation) in the world, and defines some details of the positioning.

Example

<Position>
  <Anchor>upright</Anchor>
  <Altitude>0.0</Altitude>
  <Floating>false</Floating>
  <TurnRate>6.0</TurnRate>
</Position>

Anchor

Automatic rotation to follow the slope of terrain.

Value is one of:

upright
Always stand straight up.
pitch
Rotate backwards and forwards to follow the terrain.
pitch-roll
Rotate in all direction to follow the terrain.

Altitude

Height above terrain in metres.

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

Floating

Whether the entity floats on water.

Value type: boolean (true or false).

TurnRate

Maximum graphical rotation speed around Y axis, in radians per second.

Value type: positive decimal (e.g. 1.0 or 2.5).

RELAX NG Grammar

<element name="Position">
  <interleave>
    <element name="Anchor">
      <choice>
        <value>upright</value>
        <value>pitch</value>
        <value>pitch-roll</value>
      </choice>
    </element>
    <element name="Altitude">
      <data type="decimal"/>
    </element>
    <element name="Floating">
      <data type="boolean"/>
    </element>
    <element name="TurnRate">
      <ref name="positiveDecimal"/>
    </element>
  </interleave>
</element>

Promotion

Entity

Value type: text.

RequiredXp

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="Promotion">
  <interleave>
    <element name="Entity">
      <text/>
    </element>
    <element name="RequiredXp">
      <data type="positiveInteger"/>
    </element>
  </interleave>
</element>

RallyPoint

RELAX NG Grammar

<element name="RallyPoint">
  <interleave>
    <empty/>
  </interleave>
</element>

RallyPointRenderer

Displays a rally point marker where created units will gather when spawned

Example

<RallyPointRenderer>
  <MarkerTemplate>special/rallypoint</MarkerTemplate>
  <LineThickness>0.75</LineThickness>
  <LineStartCap>round</LineStartCap>
  <LineEndCap>square</LineEndCap>
  <LineColour r="20" g="128" b="240"/>
  <LineDashColour r="158" g="11" b="15"/>
  <LineCostClass>default</LineCostClass>
  <LinePassabilityClass>default</LinePassabilityClass>
</RallyPointRenderer>

MarkerTemplate

Template name for the rally point marker entity (typically a waypoint flag actor).

Value type: text.

LineTexture

Texture file to use for the rally point line.

Value type: text.

LineTextureMask

Texture mask to indicate where overlay colors are to be applied (see LineColour and LineDashColour).

Value type: text.

LineThickness

Thickness of the marker line connecting the entity to the rally point marker.

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

LineColour

r

Value type: integer.

g

Value type: integer.

b

Value type: integer.

LineDashColour

r

Value type: integer.

g

Value type: integer.

b

Value type: integer.

LineStartCap

Value is one of:

flat
Abrupt line ending; line endings are not closed.
round
Semi-circular line end cap.
sharp
Sharp, pointy line end cap.
square
Square line end cap.

LineEndCap

Value is one of:

flat
Abrupt line ending; line endings are not closed.
round
Semi-circular line end cap.
sharp
Sharp, pointy line end cap.
square
Square line end cap.

LinePassabilityClass

The pathfinder passability class to use for computing the rally point marker line path.

Value type: text.

LineCostClass

The pathfinder cost class to use for computing the rally point marker line path.

Value type: text.

RELAX NG Grammar

<element name="RallyPointRenderer">
  <interleave>
    <element name="MarkerTemplate">
      <text/>
    </element>
    <element name="LineTexture">
      <text/>
    </element>
    <element name="LineTextureMask">
      <text/>
    </element>
    <element name="LineThickness">
      <data type="decimal"/>
    </element>
    <element name="LineColour">
      <attribute name="r">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
      <attribute name="g">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
      <attribute name="b">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
    </element>
    <element name="LineDashColour">
      <attribute name="r">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
      <attribute name="g">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
      <attribute name="b">
        <data type="integer">
          <param name="minInclusive">0</param>
          <param name="maxInclusive">255</param>
        </data>
      </attribute>
    </element>
    <element name="LineStartCap">
      <choice>
        <value>flat</value>
        <value>round</value>
        <value>sharp</value>
        <value>square</value>
      </choice>
    </element>
    <element name="LineEndCap">
      <choice>
        <value>flat</value>
        <value>round</value>
        <value>sharp</value>
        <value>square</value>
      </choice>
    </element>
    <element name="LinePassabilityClass">
      <text/>
    </element>
    <element name="LineCostClass">
      <text/>
    </element>
  </interleave>
</element>

ResourceDropsite

Types

RELAX NG Grammar

<element name="ResourceDropsite">
  <interleave>
    <element name="Types">
      <list>
        <oneOrMore>
          <choice>
            <value>food</value>
            <value>wood</value>
            <value>stone</value>
            <value>metal</value>
          </choice>
        </oneOrMore>
      </list>
    </element>
  </interleave>
</element>

ResourceGatherer

Lets the unit gather resources from entities that have the ResourceSupply component.

Example

<ResourceGatherer>
  <MaxDistance>2.0</MaxDistance>
  <BaseSpeed>1.0</BaseSpeed>
  <Rates>
    <food.fish>1</food.fish>
    <metal.ore>3</metal.ore>
    <stone.rock>3</stone.rock>
    <wood.tree>2</wood.tree>
  </Rates>
  <Capacities>
    <food>10</food>
    <metal>10</metal>
    <stone>10</stone>
    <wood>10</wood>
  </Capacities>
</ResourceGatherer>

MaxDistance

Max resource-gathering distance.

Value type: positive decimal (e.g. 1.0 or 2.5).

BaseSpeed

Base resource-gathering rate (in resource units per second).

Value type: positive decimal (e.g. 1.0 or 2.5).

Rates

Per-resource-type gather rate multipliers. If a resource type is not specified then it cannot be gathered by this unit.

food

Optional.

Food gather rate (may be overridden by "food.*" subtypes).

Value type: positive decimal (e.g. 1.0 or 2.5).

wood

Optional.

Wood gather rate.

Value type: positive decimal (e.g. 1.0 or 2.5).

stone

Optional.

Stone gather rate.

Value type: positive decimal (e.g. 1.0 or 2.5).

metal

Optional.

Metal gather rate.

Value type: positive decimal (e.g. 1.0 or 2.5).

treasure

Optional.

Treasure gather rate (only presense on value makes sense, size is ignored).

Value type: positive decimal (e.g. 1.0 or 2.5).

food.fish

Optional.

Fish gather rate (overrides "food").

Value type: positive decimal (e.g. 1.0 or 2.5).

food.fruit

Optional.

Fruit gather rate (overrides "food").

Value type: positive decimal (e.g. 1.0 or 2.5).

food.grain

Optional.

Grain gather rate (overrides "food").

Value type: positive decimal (e.g. 1.0 or 2.5).

food.meat

Optional.

Meat gather rate (overrides "food").

Value type: positive decimal (e.g. 1.0 or 2.5).

food.milk

Optional.

Milk gather rate (overrides "food").

Value type: positive decimal (e.g. 1.0 or 2.5).

wood.tree

Optional.

Tree gather rate (overrides "wood").

Value type: positive decimal (e.g. 1.0 or 2.5).

wood.ruins

Optional.

Tree gather rate (overrides "wood").

Value type: positive decimal (e.g. 1.0 or 2.5).

stone.rock

Optional.

Rock gather rate (overrides "stone").

Value type: positive decimal (e.g. 1.0 or 2.5).

stone.ruins

Optional.

Rock gather rate (overrides "stone").

Value type: positive decimal (e.g. 1.0 or 2.5).

metal.ore

Optional.

Ore gather rate (overrides "metal").

Value type: positive decimal (e.g. 1.0 or 2.5).

treasure.food

Optional.

Food treasure gather rate (overrides "treasure").

Value type: positive decimal (e.g. 1.0 or 2.5).

treasure.wood

Optional.

Wood treasure gather rate (overrides "treasure").

Value type: positive decimal (e.g. 1.0 or 2.5).

treasure.stone

Optional.

Stone treasure gather rate (overrides "treasure").

Value type: positive decimal (e.g. 1.0 or 2.5).

treasure.metal

Optional.

Metal treasure gather rate (overrides "treasure").

Value type: positive decimal (e.g. 1.0 or 2.5).

Capacities

Per-resource-type maximum carrying capacity.

food

Food capacity.

Value type: positive decimal (e.g. 1.0 or 2.5).

wood

Wood capacity.

Value type: positive decimal (e.g. 1.0 or 2.5).

stone

Stone capacity.

Value type: positive decimal (e.g. 1.0 or 2.5).

metal

Metal capacity.

Value type: positive decimal (e.g. 1.0 or 2.5).

RELAX NG Grammar

<element name="ResourceGatherer">
  <interleave>
    <element name="MaxDistance">
      <ref name="positiveDecimal"/>
    </element>
    <element name="BaseSpeed">
      <ref name="positiveDecimal"/>
    </element>
    <element name="Rates">
      <interleave>
        <optional>
          <element name="food">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="wood">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="stone">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="metal">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="treasure">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="food.fish">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="food.fruit">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="food.grain">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="food.meat">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="food.milk">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="wood.tree">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="wood.ruins">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="stone.rock">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="stone.ruins">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="metal.ore">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="treasure.food">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="treasure.wood">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="treasure.stone">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
        <optional>
          <element name="treasure.metal">
            <ref name="positiveDecimal"/>
          </element>
        </optional>
      </interleave>
    </element>
    <element name="Capacities">
      <interleave>
        <element name="food">
          <ref name="positiveDecimal"/>
        </element>
        <element name="wood">
          <ref name="positiveDecimal"/>
        </element>
        <element name="stone">
          <ref name="positiveDecimal"/>
        </element>
        <element name="metal">
          <ref name="positiveDecimal"/>
        </element>
      </interleave>
    </element>
  </interleave>
</element>

ResourceSupply

Provides a supply of one particular type of resource.

Example

<ResourceSupply>
  <Amount>1000</Amount>
  <Type>food.meat</Type>
</ResourceSupply>

KillBeforeGather

Whether this entity must be killed (health reduced to 0) before its resources can be gathered.

Value type: boolean (true or false).

Amount

Amount of resources available from this entity.

Value type: non-negative integer (e.g. 0 or 5).

Type

Type of resources.

Value is one of:

wood.tree
wood.ruins
stone.rock
stone.ruins
metal.ore
food.fish
food.fruit
food.grain
food.meat
food.milk
treasure.wood
treasure.stone
treasure.metal
treasure.food

RELAX NG Grammar

<element name="ResourceSupply">
  <interleave>
    <element name="KillBeforeGather">
      <data type="boolean"/>
    </element>
    <element name="Amount">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="Type">
      <choice>
        <value>wood.tree</value>
        <value>wood.ruins</value>
        <value>stone.rock</value>
        <value>stone.ruins</value>
        <value>metal.ore</value>
        <value>food.fish</value>
        <value>food.fruit</value>
        <value>food.grain</value>
        <value>food.meat</value>
        <value>food.milk</value>
        <value>treasure.wood</value>
        <value>treasure.stone</value>
        <value>treasure.metal</value>
        <value>treasure.food</value>
      </choice>
    </element>
  </interleave>
</element>

Selectable

Allows this entity to be selected by the player.

Example

<Selectable/>

RELAX NG Grammar

<element name="Selectable">
  <interleave>
    <empty/>
  </interleave>
</element>

Settlement

RELAX NG Grammar

<element name="Settlement">
  <interleave>
    <empty/>
  </interleave>
</element>

Sound

Lists the sound groups associated with this unit.

Example

<Sound>
  <SoundGroups>
    <walk>actor/human/movement/walk.xml</walk>
    <run>actor/human/movement/walk.xml</run>
    <attack>attack/weapon/sword.xml</attack>
    <death>actor/human/death/death.xml</death>
  </SoundGroups>
</Sound>

SoundGroups

RELAX NG Grammar

<element name="Sound">
  <interleave>
    <element name="SoundGroups">
      <zeroOrMore>
        <element>
          <anyName/>
          <text/>
        </element>
      </zeroOrMore>
    </element>
  </interleave>
</element>

Stamina

Max

Maximum stamina (msecs of running).

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="Stamina">
  <interleave>
    <element name="Max">
      <data type="positiveInteger"/>
    </element>
  </interleave>
</element>

StatusBars

BarWidth

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

BarHeight

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

HeightOffset

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

RELAX NG Grammar

<element name="StatusBars">
  <interleave>
    <element name="BarWidth">
      <data type="decimal"/>
    </element>
    <element name="BarHeight">
      <data type="decimal"/>
    </element>
    <element name="HeightOffset">
      <data type="decimal"/>
    </element>
  </interleave>
</element>

TerritoryDecay

HealthDecayRate

Decay rate in hitpoints per second.

Value type: positive integer (e.g. 1 or 5).

RELAX NG Grammar

<element name="TerritoryDecay">
  <interleave>
    <element name="HealthDecayRate">
      <data type="positiveInteger"/>
    </element>
  </interleave>
</element>

TerritoryInfluence

OverrideCost

Optional.

Value type: non-negative integer (e.g. 0 or 5).

Root

Value type: boolean (true or false).

Weight

Value type: non-negative integer (e.g. 0 or 5).

Radius

Value type: non-negative integer (e.g. 0 or 5).

RELAX NG Grammar

<element name="TerritoryInfluence">
  <interleave>
    <optional>
      <element name="OverrideCost">
        <data type="nonNegativeInteger">
          <param name="maxInclusive">255</param>
        </data>
      </element>
    </optional>
    <element name="Root">
      <data type="boolean"/>
    </element>
    <element name="Weight">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="Radius">
      <data type="nonNegativeInteger"/>
    </element>
  </interleave>
</element>

TrainingQueue

Allows the building to train new units.

Example

<TrainingQueue>
  <Entities datatype="tokens">
    units/{civ}_support_female_citizen
    units/{civ}_support_trader
    units/celt_infantry_spearman_b
  </Entities>
</TrainingQueue>

Entities

Space-separated list of entity template names that this building can train. The special string "{civ}" will be automatically replaced by the building's four-character civ code.

Value type: text.

datatype

Required value: tokens

RELAX NG Grammar

<element name="TrainingQueue">
  <interleave>
    <element name="Entities">
      <attribute name="datatype">
        <value>tokens</value>
      </attribute>
      <text/>
    </element>
  </interleave>
</element>

UnitAI

Controls the unit's movement, attacks, etc, in response to commands from the player.

Example

<UnitAI/>

DefaultStance

Value is one of:

violent
aggressive
defensive
passive
stand

FormationController

Value type: boolean (true or false).

FleeDistance

Value type: positive decimal (e.g. 1.0 or 2.5).

NaturalBehaviour

Behaviour of the unit in the absence of player commands (intended for animals).

Value is one of:

violent
Will actively attack any unit it encounters, even if not threatened.
aggressive
Will attack nearby units if it feels threatened (if they linger within LOS for too long).
defensive
Will attack nearby units if attacked.
passive
Will never attack units but will attempt to flee when attacked.
skittish
Will never attack units. Will typically attempt to flee for short distances when units approach.
domestic
Will never attack units and will not attempt to flee when attacked.

RoamDistance

Value type: positive decimal (e.g. 1.0 or 2.5).

RoamTimeMin

Value type: positive decimal (e.g. 1.0 or 2.5).

RoamTimeMax

Value type: positive decimal (e.g. 1.0 or 2.5).

FeedTimeMin

Value type: positive decimal (e.g. 1.0 or 2.5).

FeedTimeMax

Value type: positive decimal (e.g. 1.0 or 2.5).

RELAX NG Grammar

<element name="UnitAI">
  <interleave>
    <element name="DefaultStance">
      <choice>
        <value>violent</value>
        <value>aggressive</value>
        <value>defensive</value>
        <value>passive</value>
        <value>stand</value>
      </choice>
    </element>
    <element name="FormationController">
      <data type="boolean"/>
    </element>
    <element name="FleeDistance">
      <ref name="positiveDecimal"/>
    </element>
    <optional>
      <interleave>
        <element name="NaturalBehaviour">
          <choice>
            <value>violent</value>
            <value>aggressive</value>
            <value>defensive</value>
            <value>passive</value>
            <value>skittish</value>
            <value>domestic</value>
          </choice>
        </element>
        <element name="RoamDistance">
          <ref name="positiveDecimal"/>
        </element>
        <element name="RoamTimeMin">
          <ref name="positiveDecimal"/>
        </element>
        <element name="RoamTimeMax">
          <ref name="positiveDecimal"/>
        </element>
        <element name="FeedTimeMin">
          <ref name="positiveDecimal"/>
        </element>
        <element name="FeedTimeMax">
          <ref name="positiveDecimal"/>
        </element>
      </interleave>
    </optional>
  </interleave>
</element>

UnitMotion

Provides the unit with the ability to move around the world by itself.

Example

<UnitMotion>
  <WalkSpeed>7.0</WalkSpeed>
  <PassabilityClass>default</PassabilityClass>
  <CostClass>infantry</CostClass>
</UnitMotion>

FormationController

Value type: boolean (true or false).

WalkSpeed

Basic movement speed (in metres per second).

Value type: positive decimal (e.g. 1.0 or 2.5).

Run

Optional.

Speed

Value type: positive decimal (e.g. 1.0 or 2.5).

Range

Value type: positive decimal (e.g. 1.0 or 2.5).

RangeMin

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RegenTime

Value type: positive decimal (e.g. 1.0 or 2.5).

DecayTime

Value type: positive decimal (e.g. 1.0 or 2.5).

PassabilityClass

Identifies the terrain passability class (values are defined in special/pathfinder.xml).

Value type: text.

CostClass

Identifies the movement speed/cost class (values are defined in special/pathfinder.xml).

Value type: text.

RELAX NG Grammar

<element name="UnitMotion">
  <interleave>
    <element name="FormationController">
      <data type="boolean"/>
    </element>
    <element name="WalkSpeed">
      <ref name="positiveDecimal"/>
    </element>
    <optional>
      <element name="Run">
        <interleave>
          <element name="Speed">
            <ref name="positiveDecimal"/>
          </element>
          <element name="Range">
            <ref name="positiveDecimal"/>
          </element>
          <element name="RangeMin">
            <ref name="nonNegativeDecimal"/>
          </element>
          <element name="RegenTime">
            <ref name="positiveDecimal"/>
          </element>
          <element name="DecayTime">
            <ref name="positiveDecimal"/>
          </element>
        </interleave>
      </element>
    </optional>
    <element name="PassabilityClass">
      <text/>
    </element>
    <element name="CostClass">
      <text/>
    </element>
  </interleave>
</element>

UnitMotionFlying

MaxSpeed

Value type: non-negative decimal (e.g. 0.0 or 2.5).

AccelRate

Value type: non-negative decimal (e.g. 0.0 or 2.5).

TurnRate

Value type: non-negative decimal (e.g. 0.0 or 2.5).

OvershootTime

Value type: non-negative decimal (e.g. 0.0 or 2.5).

FlyingHeight

Value type: decimal (e.g. -10.0 or 0.0 or 2.5).

ClimbRate

Value type: non-negative decimal (e.g. 0.0 or 2.5).

RELAX NG Grammar

<element name="UnitMotionFlying">
  <interleave>
    <element name="MaxSpeed">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="AccelRate">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="TurnRate">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="OvershootTime">
      <ref name="nonNegativeDecimal"/>
    </element>
    <element name="FlyingHeight">
      <data type="decimal"/>
    </element>
    <element name="ClimbRate">
      <ref name="nonNegativeDecimal"/>
    </element>
  </interleave>
</element>

Vision

Range

Value type: non-negative integer (e.g. 0 or 5).

RetainInFog

Value type: boolean (true or false).

AlwaysVisible

Value type: boolean (true or false).

RELAX NG Grammar

<element name="Vision">
  <interleave>
    <element name="Range">
      <data type="nonNegativeInteger"/>
    </element>
    <element name="RetainInFog">
      <data type="boolean"/>
    </element>
    <element name="AlwaysVisible">
      <data type="boolean"/>
    </element>
  </interleave>
</element>

VisualActor

Display the unit using the engine's actor system.

Examples

<VisualActor>
  <Actor>units/hellenes/infantry_spearman_b.xml</Actor>
</VisualActor>
<VisualActor>
  <Actor>structures/hellenes/barracks.xml</Actor>
  <FoundationActor>structures/fndn_4x4.xml</FoundationActor>
</VisualActor>

Actor

Filename of the actor to be used for this unit.

Value type: text.

FoundationActor

Optional.

Filename of the actor to be used the foundation while this unit is being constructed.

Value type: text.

Foundation

Optional.

Used internally; if present the unit will be rendered as a foundation.

SilhouetteDisplay

Value type: boolean (true or false).

SilhouetteOccluder

Value type: boolean (true or false).

SelectionShape

Optional.

Bounds

Determines the selection box based on the model bounds.

Footprint

Determines the selection box based on the entity Footprint component.

Box

Sets the selection shape to a box of specified dimensions.

width

Value type: positive decimal (e.g. 1.0 or 2.5).

height

Value type: positive decimal (e.g. 1.0 or 2.5).

depth

Value type: positive decimal (e.g. 1.0 or 2.5).

Cylinder

Sets the selection shape to a cylinder of specified dimensions.

radius

Value type: positive decimal (e.g. 1.0 or 2.5).

height

Value type: positive decimal (e.g. 1.0 or 2.5).

RELAX NG Grammar

<element name="VisualActor">
  <interleave>
    <element name="Actor">
      <text/>
    </element>
    <optional>
      <element name="FoundationActor">
        <text/>
      </element>
    </optional>
    <optional>
      <element name="Foundation">
        <empty/>
      </element>
    </optional>
    <element name="SilhouetteDisplay">
      <data type="boolean"/>
    </element>
    <element name="SilhouetteOccluder">
      <data type="boolean"/>
    </element>
    <optional>
      <element name="SelectionShape">
        <choice>
          <element name="Bounds">
            <empty/>
          </element>
          <element name="Footprint">
            <empty/>
          </element>
          <element name="Box">
            <attribute name="width">
              <ref name="positiveDecimal"/>
            </attribute>
            <attribute name="height">
              <ref name="positiveDecimal"/>
            </attribute>
            <attribute name="depth">
              <ref name="positiveDecimal"/>
            </attribute>
          </element>
          <element name="Cylinder">
            <attribute name="radius">
              <ref name="positiveDecimal"/>
            </attribute>
            <attribute name="height">
              <ref name="positiveDecimal"/>
            </attribute>
          </element>
        </choice>
      </element>
    </optional>
  </interleave>
</element>