# The ids are there to modify, inherit, etc.
# They also get ordered alphabetically, hence the 1, 2, ... in the front.

"1_dark_mage"
{
  baseName = "Classic"
  creatureId = { "KEEPER_MAGE" "KEEPER_MAGE_F" }
  tribeAlignment = EVIL
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {"imps" "dark_keeper"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion" "humanoid mutation" "beast mutation"
      "chicken breeding" "pig breeding" "cow breeding" "iron working" "jewellery" "two-handed weapons"
      "traps" "archery" "sorcery" "advanced sorcery" "magical weapons" "master sorcery" "demonology"
      "distillation"
  }
  zLevelGroups = { "basic" "evil" }
  initialTech = { "sorcery" }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "library" "beds"
      "dining table" "stable" "coffins" "pigsty"
      "training" "crafting" "laboratory" "jeweller" "poetry" "distillery" "furnace"
      "prison" "orders" "throne" "demon_shrine" "installations" "minion_statues" "magical_installations" "healing_totem"
      "traps"
  }
  workshopGroups = { "basic" "bows" }
  description = "Build and manage your dream dungeon, defend against raids, and attack your enemies. Be about as evil as a boogieman can be!"
# Special traits example, all traits are added
#   specialTraits = { LastingEffect SPEED ExtraTraining MELEE 5 }
}
"2_dark_knight" inherit "1_dark_mage"
{
  creatureId = { "KEEPER_KNIGHT" "KEEPER_KNIGHT_F" }
  initialTech = { "iron working" }
}
"3_white_knight"
{
  baseName = "Castle"
  creatureId = { "KEEPER_KNIGHT_WHITE" "KEEPER_KNIGHT_WHITE_F" }
  tribeAlignment = LAWFUL
  villainGroups = { LAWFUL_KEEPER LAWFUL_COTTAGES }
  immigrantGroups = {"peseants" "white_keeper" "white_recruits" "white_stables"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion"
      "chicken breeding" "pig breeding" "cow breeding" "iron working" "jewellery"
      "two-handed weapons" "archery" "sorcery" "advanced sorcery" "magical weapons" "master sorcery"
      "worship" "distillation"
  }
  zLevelGroups = { "basic" "lawful" }
  initialTech = { "archery" }
  buildingGroups = {
      "structure_white_knight" "doors" "floors" "storage" "zones" "library_human" "beds"
      "dining table"  "stable" "pigsty" "training_human" "crafting" "laboratory" "jeweller" "poetry" "distillery"
      "furnace" "prison" "orders" "throne_human" "angel_shrine" "installations"
  }
  workshopGroups = { "basic" "bows" }
  description = "Play as a not-so-evil human race. Recruit knights, priests and angelic beings!"
}
"4_necromancer"
{
  baseName = "Undead"
  creatureId = { "NECROMANCER" "NECROMANCER_F" }
  tribeAlignment = EVIL
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {"necromancer"}
  technology = { "embalming" "advanced embalming" "master embalming" "necromancy"
      "advanced necromancy" "master necromancy" "archery" "sorcery" "advanced sorcery"
      "magical weapons" "master sorcery" "iron working" "two-handed weapons" "distillation"
  }
  zLevelGroups = { "basic" "evil" }
  initialTech = { "necromancy" }
  buildingGroups = {
      "structure_necro" "doors" "floors" "storage" "zones" "library_necro" "beds" "stable" "coffins"
      "training_necro" "morgue" "crafting" "embalming" "poetry" "distillery" "furnace" "orders"
      "phylactery" "installations_no_heads" "magical_installations"
  }
  workshopGroups = { "morgue" "basic_without_lab" "bows" }
  description = "Craft hordes of undead from the corpses of fallen enemies. "
  credit = { "CORPSE" 20 }
  maxPopulation = 1
  flags = { "abomination_upgrades" }
  prisoners = false
  requireQuartersForExp = false
}
"5_gnomes"
{
  baseName = "Automatons"
  creatureId = { "GNOME" }
  tribeAlignment = LAWFUL
  villainGroups = { LAWFUL_KEEPER LAWFUL_COTTAGES }
  immigrantGroups = {"gnomes"}
  technology = {
      "traps" "advanced traps"
      "automatons" "advanced automatons" "automated crafting" "automaton brains" "aerodynamics" "explosives"
      "iron working" "alchemy" "incendiary alchemy" "distillation" "two-handed weapons"
  }
  zLevelGroups = { "basic" "lawful" }
  initialTech = { "automatons" }
  baseNameGen = "TOWN"
  buildingGroups = {
      "structure" "doors" "floors" "storage" "automaton_storage" "zones" "beds" "dining table" "crafting"
      "laboratory" "distillery" "furnace" "automatons" "orders" "installations" "traps" "gnome_traps"
  }
  workshopGroups = { "gnomes" "basic" "crossbows" }
  description = "Seize the means of production and engineer traps, automatons and other contraptions. Recommended for advanced players."
  minionTraits = { LEADER WORKER NO_LIMIT }
  maxPopulation = 0
  populationString = "automatons"
  noLeader = true
  prisoners = false
  requireQuartersForExp = false
}
"6_dwarves"
{
  baseName = "Colony"
  creatureId = { "DWARF_PLAYER" }
  tribeAlignment = LAWFUL
  villainGroups = { LAWFUL_KEEPER LAWFUL_COTTAGES }
  immigrantGroups = {"dwarves"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion"
      "iron working" "jewellery" "two-handed weapons" "archery" "sorcery"
      "advanced sorcery" "magical weapons" "master sorcery" "distillation"
  }
  zLevelGroups = { "basic" "lawful" }
  initialTech = { "iron working" }
  baseNameGen = "TOWN"
  buildingGroups = {
      "structure_dwarf" "doors" "floors_dwarf" "storage" "zones" "library_human" "beds" "dining table"
      "training_dwarf" "crafting" "laboratory" "jeweller" "poetry" "distillery" "furnace" "orders"
      "installations"
  }
  workshopGroups = { "basic" "crossbows" }
  description = "Play as a group of twelve dwarves that you can specialize to your liking. This faction has no immigration so dig around carefully!"
  minionTraits = { LEADER WORKER FIGHTER }
  maxPopulation = 12
  populationString = "dwarves"
  noLeader = true
  prisoners = false
}
"7_goblins"
{
  baseName = "Greenskins"
  creatureId = { "GOBLIN_KEEPER" }
  tribeAlignment = EVIL
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {"goblins"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion"
      "chicken breeding" "pig breeding" "cow breeding" "iron working" "jewellery" "two-handed weapons"
      "traps" "archery" "sorcery" "advanced sorcery" "magical weapons" "master sorcery" "distillation"
  }
  zLevelGroups = { "basic" "evil" "goblins" }
  initialTech = { }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "library" "beds" "dining table" "stable" "coffins"
      "pigsty" "training" "crafting" "laboratory" "jeweller" "poetry" "distillery" "furnace" "prison"
      "orders" "throne" "installations" "minion_statues" "traps"
  }
  workshopGroups = { "basic" "bows" }
  description = "Play as a Goblin Keeper, and seek the legendary goblin matrons. This faction was originally created by RighteousSinner and Soft Monster for the Bonus Mod."
  unlock = "goblins"
}
"8_zombies"
{
  baseName = "Zombies"
  creatureId = { "ZOMBIE_WORKER" }
  specialTraits = { Lasting {SWARMER} }
  tribeAlignment = EVIL
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {"zombies"}
  technology = {}
  initialTech = { }
  zLevelGroups = { "basic" "evil" }
  baseNameGen = "TOWN"
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "training_zombies"
      "orders" "installations"
  }
  workshopGroups = { }
  description = "Enjoy some brains for dinner!"
  minionTraits = { LEADER WORKER NO_LIMIT }
  maxPopulation = 1000
  populationString = "zombies"
  noLeader = true
  prisoners = false
  immigrantInterval = 40
  unlock = "zombies"
}
"9_cyclops"
{
  baseName = "Hermit"
  creatureId = { "CYCLOPS_PLAYER" }
  tribeAlignment = EVIL
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion" "iron working" "jewellery"
      "two-handed weapons" "traps" "distillation"
  }
  zLevelGroups = { "basic" "evil" }
  initialTech = { }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "beds"
      "training_dummies" "crafting" "laboratory" "jeweller" "poetry" "distillery" "furnace" "orders"
      "throne" "installations" "traps"
  }
  workshopGroups = { "basic" "crossbows" }
  description = "Build a dungeon as a lone cyclops."
  minionTraits = { LEADER WORKER FIGHTER }
  maxPopulation = 1
  prisoners = false
  unlock = "cyclops"
}

"91_dark_mage_adventurer"
{
  baseName = "Adventurer"
  creatureId = { "ADVENTURER_MAGE" "ADVENTURER_MAGE_F" }
  tribeAlignment = EVIL
  description = "Roam the land in search of adventures and loot!"
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {}
  technology = {}
  zLevelGroups = { "basic" }
  initialTech = { }
  buildingGroups = {}
  workshopGroups = {}
  minionTraits = {LEADER WORKER}
  maxPopulation = 1
  startingBase = {12 12} "adventurer_house"
  prisoners = false
  requireQuartersForExp = false
  enemyAggression = false
}

"92_dark_knight_adventurer" inherit "91_dark_mage_adventurer"
{
  creatureId = { "ADVENTURER_KNIGHT" "ADVENTURER_KNIGHT_F" }
}

"93_white_knight_adventurer" inherit "91_dark_mage_adventurer"
{
  creatureId = { "ADVENTURER_KNIGHT_WHITE" "ADVENTURER_KNIGHT_WHITE_F" }
  villainGroups = { LAWFUL_KEEPER LAWFUL_COTTAGES }
  tribeAlignment = LAWFUL
  immigrantGroups = { "white_stables_no_pop" }
}

"94_adoxie_adventurer"
{
  baseName = "Adventurer"
  creatureId = { "ADOXIE_ADVENTURER" }
  tribeAlignment = EVIL
  description = "Play as the Evil God Adoxie, and wipe the floor with silly mortals."
  villainGroups = { EVIL_KEEPER EVIL_COTTAGES }
  immigrantGroups = {}
  technology = {}
  zLevelGroups = { "basic" }
  initialTech = { }
  buildingGroups = {}
  workshopGroups = {}
  minionTraits = {LEADER WORKER}
  maxPopulation = 1
  startingBase = insideMountain {12 12} "adoxie_adventurer"
  prisoners = false
  unlock = "adoxie"
  requireQuartersForExp = false
 # enemyAggression = false
}
