<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_resource">
  <Armour>
    <Hack>5.0</Hack>
    <Pierce>40.0</Pierce>
    <Crush>40.0</Crush>
    <Foundation>
      <Hack>2.0</Hack>
      <Pierce>8.0</Pierce>
      <Crush>8.0</Crush>
    </Foundation>
  </Armour>
  <BuildRestrictions>
    <Category>Field</Category>
  </BuildRestrictions>
  <Cost>
    <BuildTime>60</BuildTime>
    <Resources>
      <wood>100</wood>
    </Resources>
  </Cost>
  <Footprint>
    <Square width="28.0" depth="28.0"/>
    <Height>2.0</Height>
  </Footprint>
  <Health>
    <Max>120</Max>
    <SpawnEntityOnDeath>rubble/rubble_field</SpawnEntityOnDeath>
  </Health>
  <Identity>
    <GenericName>Field</GenericName>
    <Tooltip>Harvest vegetables for food.</Tooltip>
    <History>Farming originated around 9500 BC in India and the Middle East. The history of agriculture is a central element of human history, as agricultural progress has been a crucial factor in worldwide socio-economic change. Wealth-building and militaristic specializations rarely seen in hunter-gatherer cultures are commonplace in agricultural and agro-industrial societies - when farmers became capable of producing food beyond the needs of their own families, others in the tribe/nation/empire were freed to devote themselves to projects other than food acquisition.</History>
    <Icon>structures/field.png</Icon>
  </Identity>
  <Loot>
    <xp>100</xp>
    <food>100</food>
    <wood>0</wood>
    <stone>0</stone>
    <metal>0</metal>
  </Loot>
  <Minimap>
    <Colour r="119" g="82" b="46"/>
  </Minimap>
  <Obstruction>
    <Static width="18.0" depth="18.0"/>
    <BlockMovement>false</BlockMovement>
    <BlockPathfinding>false</BlockPathfinding>
  </Obstruction>
  <RallyPoint disable=""/>
  <ResourceSupply>
    <KillBeforeGather>false</KillBeforeGather>
    <Amount>2000</Amount>
    <Type>food.grain</Type>
  </ResourceSupply>
  <Sound>
    <SoundGroups>
      <select>interface/select/building/sel_field.xml</select>
      <constructed>interface/complete/building/complete_field.xml</constructed>
      <death>attack/destruction/building_collapse_large.xml</death>
    </SoundGroups>
  </Sound>
  <TerritoryDecay disable=""/>
  <Vision>
    <Range>0</Range>
  </Vision>
  <VisualActor>
    <Actor>structures/plot_field_new.xml</Actor>
    <FoundationActor>structures/plot_field_found.xml</FoundationActor>
    <SelectionShape>
      <Footprint/>
    </SelectionShape>
  </VisualActor>
</Entity>
