<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_military">
  <Attack>
    <Ranged>
      <AttackName>Bow</AttackName>
      <Damage>
        <Pierce>2.0</Pierce>
        <Crush>0.25</Crush>
      </Damage>
      <MaxRange>80</MaxRange>
      <MinRange>10</MinRange>
      <PrepareTime>400</PrepareTime>
      <RepeatTime>1000</RepeatTime>
      <Projectile>
        <Speed>100</Speed>
        <Spread>1.0</Spread>
        <Gravity>50</Gravity>
        <FriendlyFire>false</FriendlyFire>
        <LaunchPoint y="3"/>
      </Projectile>
      <PreferredClasses datatype="tokens">Human</PreferredClasses>
      <RangeOverlay>
        <LineTexture>outline_border.png</LineTexture>
        <LineTextureMask>outline_border_mask.png</LineTextureMask>
        <LineThickness>0.175</LineThickness>
      </RangeOverlay>
    </Ranged>
  </Attack>
  <Resistance>
    <Entity>
      <Damage>
        <Hack>20</Hack>
        <Pierce>35</Pierce>
        <Crush>10</Crush>
      </Damage>
    </Entity>
  </Resistance>
  <BuildRestrictions>
    <Category>Fortress</Category>
    <Distance>
      <FromClass>Fortress</FromClass>
      <MinDistance>80</MinDistance>
    </Distance>
  </BuildRestrictions>
  <BuildingAI>
    <DefaultArrowCount>5</DefaultArrowCount>
    <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
    <GarrisonArrowClasses>Soldier</GarrisonArrowClasses>
  </BuildingAI>
  <Capturable>
    <CapturePoints op="mul">8</CapturePoints>
    <RegenRate>10.0</RegenRate>
  </Capturable>
  <Cost>
    <BuildTime>450</BuildTime>
    <Resources>
      <wood>400</wood>
      <stone>600</stone>
    </Resources>
  </Cost>
  <Footprint>
    <Square width="30.0" depth="30.0"/>
    <Height>8.0</Height>
  </Footprint>
  <GarrisonHolder>
    <Max>30</Max>
    <EjectHealth>0.075</EjectHealth>
    <List datatype="tokens">Support Infantry Cavalry Siege</List>
    <LoadingRange>6</LoadingRange>
  </GarrisonHolder>
	  <Population>
    <Bonus>30</Bonus>
    </Population>
  <Health>
    <Max>5500</Max>
    <SpawnEntityOnDeath>decay|rubble/rubble_stone_6x6</SpawnEntityOnDeath>
  </Health>
  <Identity>
    <GenericName>Fortress</GenericName>
    <SelectionGroupName>template_structure_military_fortress</SelectionGroupName>
    <Tooltip>Garrison Soldiers for additional arrows.</Tooltip>
    <Classes datatype="tokens">GarrisonFortress</Classes>
    <VisibleClasses datatype="tokens">Fortress</VisibleClasses>
    <Icon>structures/fortress.png</Icon>
    <Requirements>
      <Techs datatype="tokens">phase_city</Techs>
    </Requirements>
  </Identity>
  <Loot>
    <wood>60</wood>
    <stone>120</stone>
  </Loot>
  <Obstruction>
    <Static width="25.0" depth="25.0"/>
  </Obstruction>
  <ProductionQueue/>
  <Trainer>
    <BatchTimeModifier>0.8</BatchTimeModifier>
    <Entities datatype="tokens">
      units/{civ}/infantry_spearman_b
      units/{civ}/infantry_pikeman_b
      units/{civ}/infantry_maceman_b
      units/{civ}/infantry_axeman
      units/{civ}/infantry_axeman_b
      units/{civ}/infantry_swordsman_b
      units/{civ}/infantry_javelineer_b
      units/{civ}/infantry_slinger_b
      units/{civ}/infantry_archer_b
      units/{civ}/champion_infantry_spearman
      units/{civ}/champion_infantry_pikeman
      units/{civ}/champion_infantry_maceman
      units/{civ}/champion_infantry_axeman
      units/{civ}/champion_infantry_swordsman
      units/{civ}/champion_infantry_javelineer
      units/{civ}/champion_infantry_slinger
      units/{civ}/champion_infantry_archer
    </Entities>
  </Trainer>
  <Researcher>
    <Technologies datatype="tokens">
      attack_soldiers_will
      tower_murderholes
      tower_garrison
      art_of_war
      poison_arrows
      poison_blades
      roman_reforms
    </Technologies>
  </Researcher>
  <Sound>
    <SoundGroups>
      <select>interface/select/building/sel_fortress.xml</select>
      <constructed>interface/complete/building/complete_fortress.xml</constructed>
      <attack_ranged>attack/weapon/bow_attack.xml</attack_ranged>
      <attack_impact_ranged>attack/impact/arrow_impact.xml</attack_impact_ranged>
    </SoundGroups>
  </Sound>
  <TerritoryDecay>
    <DecayRate op="mul">2</DecayRate>
  </TerritoryDecay>
  <TerritoryInfluence>
    <Root>true</Root>
    <Radius>25</Radius>
    <Weight>10000</Weight>
    </TerritoryInfluence>
  <Trainer>
    <BatchTimeModifier>0.8</BatchTimeModifier>
  </Trainer>
  <Vision>
    <Range>90</Range>
  </Vision>
  <VisualActor>
    <FoundationActor>structures/fndn_8x8.xml</FoundationActor>
  </VisualActor>
</Entity>
