So I would put this in CoreResources.xml:
Code: xml
- <ResourceType InternalName="BasicWeapons01">
- <DisplayName>Basic Weapons</DisplayName>
- <Description>Allows production of basic weapons for unit training.</Description>
- <Type>BasicWeapons</Type>
- <IconColor>0,0,0</IconColor>
- <Icon>Yield_Essence_Icon.png</Icon>
- <TileYieldIcon>Gfx//Icons//Mana_32.png</TileYieldIcon>
- <HideInHiergamenon>1</HideInHiergamenon>
- <ModelColor>0,0,0</ModelColor>
- <Worth>0</Worth>
- <Global>0</Global>
- <Stored>0</Stored>
- <Rarity>0.0</Rarity>
- <Shared>0</Shared>
- <TradedByCaravans>0</TradedByCaravans>
- <ShownInGlobalDisplay>0</ShownInGlobalDisplay>
- </ResourceType>
...and this in CoreImprovements.xml:
Code: xml
- <ImprovementType InternalName="Blacksmith">
- <DisplayName>Blacksmith</DisplayName>
- <Description>Blacksmiths do metalworking stuff...</Description>
- <RequiresCity>1</RequiresCity>
- <BarredTerrain>River</BarredTerrain>
- <BarredTerrain>SwampTerrain</BarredTerrain>
- <PreferredTerrain>City</PreferredTerrain>
- <PreferredTerrain>Category:Land</PreferredTerrain>
- <PreferredTerrain>Forest</PreferredTerrain>
- <Prereq>
- <Type>Tech</Type>
- <Attribute>Blacksmithing</Attribute>
- </Prereq>
- <LaborToBuild>120</LaborToBuild>
- <GameModifier>
- <ModType>Resource</ModType>
- <Attribute>BasicWeapons</Attribute>
- <Value>1</Value>
- <PerTurn>0</PerTurn>
- </GameModifier>
- <AIData AIPersonality="AI_General">
- <AIPriority>20</AIPriority>
- <AITag>Workshop</AITag>
- </AIData>
- <ArtDef>Art_Blacksmith</ArtDef>
- </ImprovementType>
...then this in CoreWeapons.xml:
Code: xml
- <GameItemType InternalName="Axe">
- <DisplayName>Axe</DisplayName>
- <Description>Sometimes wood is not the only thing that needs chopping.</Description>
- <Type>Weapon</Type>
- <WeaponType>Blunt</WeaponType>
- <CanBeEquipped>1</CanBeEquipped>
- <AdditionalTrainingTurns>8</AdditionalTrainingTurns>
- <ShopValue>30</ShopValue>
- <ProductionRequirement>
- <Type>Resource</Type>
- <Attribute>Metal</Attribute>
- <Value>2</Value>
- </ProductionRequirement>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Attack_Cutting</StrVal>
- <Value>9</Value>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_CombatSpeed</StrVal>
- <Value>-2</Value>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_CurrentWeight</StrVal>
- <Value>10</Value>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_BackswingChance</StrVal>
- <Value>100</Value>
- <Provides>Backswing- If the attack misses the unit gets a second attack against the same target</Provides>
- </GameModifier>
- <IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
- <RarityDisplay>Common</RarityDisplay>
- <Prereq>
- <Type>Resource</Type>
- <Attribute>BasicWeapons</Attribute>
- </Prereq>
- <AIData AIPersonality="AI_General">
- <AIPrefType>AIPrefType_CUTTING</AIPrefType>
- <AIPriority>162</AIPriority>
- </AIData>
- <ArtDef>Axe_ArtDef</ArtDef>
- <GameItemTypeArtDef InternalName="Axe_ArtDef">
- <GameItemTypeModelPack InternalName="Axe_Default">
- <IconFile>W_Axe_Icon_01.png</IconFile>
- <TintR>0</TintR>
- <TintG>0</TintG>
- <TintB>0</TintB>
- <AttackSFX>Hit_Hammer1</AttackSFX>
- <AttackSFX>Hit_Hammer2</AttackSFX>
- <AttackSFX>Hit_Hammer3</AttackSFX>
- <EquipSFX>Equip_WoodenItem_01</EquipSFX>
- <EquipSFX>Equip_WoodenItem_02</EquipSFX>
- <EquipSFX>Equip_WoodenItem_03</EquipSFX>
- <GameItemTypeModel>
- <ModelFile>gfx/hkb/Weapons/W_Axe_01.hkb</ModelFile>
- <Texture_All>gfx/hkb/Weapons/FE_Weapons_01.png</Texture_All>
- <Attachment>hand_right_Lcf</Attachment>
- </GameItemTypeModel>
- </GameItemTypeModelPack>
- </GameItemTypeArtDef>
- </GameItemType>