[house]
object = "obj_house"
hp = 50
armor = 1
res_cost = 25
soul_cost = 100
relic_cost = 0
name =  "House"
info = "A house increases your population cap. Having a cap higher than your population will attract new settlers.#Adjacent Bonus: Capacity +"
icon = "spr_button_house"
job_assign = 1
unit_cap = 0
build_rate = 1
building_cap = 20
block_front = 1

[house_forge]
object = "obj_house_forge"
hp = 100
armor = 2
res_cost = 50
soul_cost = 125
relic_cost = 0
name =  "Dwelling"
info = "A dwelling increases your population cap and allows the assigning of Gearchanters, a healing and repair role. Having a cap higher than your population will attract new settlers.  It's also fairly sturdy."
icon = "spr_button_house_forge"
job_assign = 1
unit_cap = 2
build_rate = 1
building_cap = 4
block_front = 1


[garrison]
object = "obj_garrison"
hp = 200
armor = 2
res_cost = 250
soul_cost = 50
relic_cost = 0
name =  "Garrison"
info = "A Garrison allows the assignment of Soldiers, front line melee attackers."
icon = "spr_button_garrison"
job_assign = 1
unit_cap = 6
build_rate = 0.5
block_front = 1

[shrine_clay]
object = "obj_shrine_clay"
hp = 200
armor = 2
res_cost = 200
soul_cost = 80
relic_cost = 0
name =  "Clay Soldier Forge"
info = "A complex forge, automatically creates animated Clay Soldiers, fragile and fast units that use ranged and melee attacks."
icon = "spr_button_clayforge"
job_assign = 0
unit_cap = 3
build_rate = 0.5
building_cap = 5
upgrade_max = 3
upgrade_cost_aether = 100
upgrade_cost_mats = 75
upgrade_cost_relics = 0
upgrade_cost_rate = 1
block_front = 1

[shrine_iron]
object = "obj_shrine_iron"
hp = 300
armor = 2
res_cost = 300
soul_cost = 500
relic_cost = 1
name =  "Iron Troop Forge"
info = "A complex forge, automatically creates heavy Iron Troops, slow and sturdy with heavy area attacks."
icon = "spr_button_ironforge"
job_assign = 0
unit_cap = 2
build_rate = 0.5
building_cap = 2
upgrade_max = 3
upgrade_cost_aether = 200
upgrade_cost_mats = 130
upgrade_cost_relics = .35
upgrade_cost_rate = 1
block_front = 1

[harvester]
object = "obj_harvester"
hp = 85
armor = 1
res_cost = 0
soul_cost = 25
relic_cost = 0
name =  "Harvester"
info = "A Harvester allows you to assign followers as gatherers to collect Materials, builders will also pickup supplies here."
icon = "spr_button_harvester"
job_assign = 1
unit_cap = 3
build_rate = 1
building_cap = 2
block_front = 1

[harvester_auto]
object = "obj_harvester_auto"
hp = 100
armor = 1
res_cost = 0
soul_cost = 50
relic_cost = 0
name =  "Auto Harvester"
info = "An auto harvester will automatically collect surrounding harvestable materials, it makes use of some strange mechanism.#Upgrades increase its harvest speed and allows the assigning of gatherers."
icon = "spr_button_harvester_auto"
job_assign = 1
unit_cap = 0
build_rate = 1
building_cap = 2
display_range = 250
upgrade_max = 3
upgrade_cost_aether = 50
upgrade_cost_mats = 30
upgrade_cost_relics = 0
upgrade_cost_rate = 1
block_front = 1

[ward_multimortar]
object = "obj_ward_multimortar"
hp = 200
armor = 1
res_cost = 150
soul_cost = 170
relic_cost = 0
name =  "Multi-Gear Mortar"
info = "A long ranged defensive structure, cannot target enemies that are too close."
icon = "spr_button_mortar"
job_assign = 0
unit_cap = 0
build_rate = 1
building_cap = 2
display_range = 350
upgrade_max = 3
upgrade_cost_aether = 50
upgrade_cost_mats = 20
upgrade_cost_relics = .25
upgrade_cost_rate = 1.5


[ward_flurry]
object = "obj_ward_flurry"
hp = 125
armor = 1
res_cost = 75
soul_cost = 100
relic_cost = 0
name =  "Wasp Ward"
info = "A rapid fire ward that does low damage but roots targets.##$rRequires line of sight"
icon = "spr_button_flurryward"
job_assign = 0
unit_cap = 0
build_rate = 1
building_cap = 6
display_range = 175
upgrade_max = 1
upgrade_cost_aether = 200
upgrade_cost_mats = 120
upgrade_cost_rate = 1.5


[ward]
object = "obj_ward"
hp = 100
armor = 1
res_cost = 150
soul_cost = 155
relic_cost = 0
name =  "Ward Tower"
info = "A defensive structure, will attack foes."
icon = "spr_button_ward"
job_assign = 0
unit_cap = 0
build_rate = 1
building_cap = 16
display_range = 200

[ward_shock]
object = "obj_ward_shock"
hp = 100
armor = 1
soul_cost = 300
res_cost = 200
relic_cost = 0
name =  "Shock Ward"
info = "A defensive structure, will damage all nearby foes with chance to stun."
icon = "spr_button_ward_shock"
job_assign = 0
unit_cap = 0
build_rate = 1
building_cap = 6
display_range = 132

[ward_suppress]
object = "obj_ward_shock"
hp = 100
armor = 1
res_cost = 150
soul_cost = 155
relic_cost = 0
name =  "Suppression Ward"
info = "A defensive structure, will slow all nearby foes."
icon = "spr_button_ward_shock"
job_assign = 0
unit_cap = 0
build_rate = 1
display_range = 200

[altar]
object = "obj_altar"
hp = 300
armor = 1
res_cost = 125
soul_cost = 200
relic_cost = 1
name =  "Altar"
info = "An altar to the crystal, reduces cooldowns and heals nearby allies."
icon = "spr_button_altar"
job_assign = 0
unit_cap = 0
build_rate = 1
building_cap = 4
display_range = 200

[smith]
object = "obj_smith"
hp = 200
armor = 1
res_cost = 220
soul_cost = 220
relic_cost = 1
name =  "Smithy"
info = "A Smith structure allows you to develop upgrades."
icon = "spr_button_smith"
job_assign = 0
unit_cap = 0
build_rate = 0.5
block_front = 1


[wall]
object = "obj_wall"
hp = 250
armor = 3
res_cost = 2
soul_cost = 0
relic_cost = 0
name =  "Wall"
info = "A defensive wall."
icon = "spr_button_wall"
job_assign = 0
unit_cap = 0
build_rate = 3

[gate]
object = "obj_wallgate"
hp = 300
armor = 3
res_cost = 50
soul_cost = 50
relic_cost = 0
name =  "Gate"
info = "Villagers can pass through, enemies cannot."
icon = "spr_button_gate"
job_assign = 0
unit_cap = 0
build_rate = 3


[church]
object = "obj_church"
hp = 350
armor = 1
res_cost = 350
soul_cost = 400
relic_cost = 0
name =  "Chapel"
info = "A Chapel allows the assignment of Priests, Priests will heal injured followers."
icon = "spr_button_church"
job_assign = 1
unit_cap = 5
build_rate = 0.5
block_front = 1

[oratory]
object = "obj_oratory"
hp = 200
armor = 1
res_cost = 350
soul_cost = 800
relic_cost = 1
name =  "Oratory"
info = "Must be built connected to a Chapel, allows the assigning of a Bishop. A Bishop is a powerful healer who casts Holy Ground."
icon = "spr_button_oratory"
job_assign = 1
unit_cap = 1
addon = "church"
build_rate = 0.5
block_front = 1

[archery]
object = "obj_archery"
hp = 200
armor = 1
res_cost = 150
soul_cost = 100
relic_cost = 0
name =  "Archery"
info = "An Archery allows the assignment of Archers, long ranged attackers."
icon = "spr_button_archery"
job_assign = 1
unit_cap = 4
addon = "garrison"
build_rate = 0.5
block_front = 1

[command]
object = "obj_herohouse"
hp = 200
armor = 1
res_cost = 550
soul_cost = 300
relic_cost = 1
name =  "Commander's Quarters"
info = "Allows the assigning of a Commander. Commanders are more heavily armored and they can attack multiple enemies in a single swing."
icon = "spr_button_commandhouse"
job_assign = 1
unit_cap = 1
addon = "garrison"
build_rate = 0.5
block_front = 1


[supermortar]
object = "obj_artillary"
hp = 300
armor = 1
res_cost = 550
soul_cost = 550
relic_cost = 2
name =  "Divine Fury"
info = "A powerful long ranged defensive structure."
icon = "spr_button_mortar"
job_assign = 0
unit_cap = 0
build_rate = .25
building_cap = 1
display_range = 600;

[mill]
object = "obj_mill"
hp = 150
armor = 1
res_cost = 350
soul_cost = 100
relic_cost = 0
name =  "Mill"
info = "Allows the assigning of Farmers. Farmers will grow and harvest crops for food. Without food followers Max HP will decrease."
icon = "spr_button_mill"
job_assign = 1
unit_cap = 3
build_rate = .5
block_front = 1

[conduit]
object = "obj_conduit"
hp = 1000
armor = 8
res_cost = 2000
soul_cost = 2000
relic_cost = 5
name =  "Ascension Conduit"
info = "Begin ascension and return gods to the land, but beware, night is always darkest before the dawn. #'Victory Condition'"
icon = "spr_build"
job_assign = 0
unit_cap = 0
build_rate = 1

[golembuild]
object = "obj_golem_build"
hp = 500
armor = 0
res_cost = 100
soul_cost = 100
relic_cost = 0
name =  "Golem"
info = "Build a golem."
icon = "spr_build"
job_assign = 0
unit_cap = 0
build_rate = 1


[crystal_seal]
object = "obj_crystal_seal"
hp = 500
armor = 0
res_cost = 50
soul_cost = 0
relic_cost = 0
name =  "Crystal Seal"
info = ""
icon = "spr_frame"
job_assign = 0
build_rate = 1
