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

"1_dark_mage"
{
  creatureId = { "KEEPER_MAGE" "KEEPER_MAGE_F" }
  tribeAlignment = EVIL
  immigrantGroups = {"imps" "dark_keeper"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion" "humanoid mutation" "beast mutation"
      "pig breeding" "iron working" "jewellery" "two-handed weapons" "traps" "archery" "sorcery"
      "advanced sorcery" "magical weapons" "master sorcery" "demonology" "distillation"
  }
  initialTech = { "sorcery" }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "library" "throne" "beds" "beast_cage" "pigsty" "coffins"
      "training" "crafting" "laboratory" "jeweller" "poetry" "distillery" "demon_shrine" "prison" "orders"
      "installations" "magical_installations" "traps"
  }
  workshopGroups = { "basic" "traps" }
  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"
{
  creatureId = { "KEEPER_KNIGHT_WHITE" "KEEPER_KNIGHT_WHITE_F" }
  tribeAlignment = LAWFUL
  immigrantGroups = {"peseants" "white_keeper"}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion"
      "pig breeding" "iron working" "jewellery" "two-handed weapons" "archery" "sorcery"
      "advanced sorcery" "magical weapons" "master sorcery" "worship" "distillation"
  }
  initialTech = { "archery" }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "library" "throne" "beds" "beast_cage"
      "pigsty" "training" "crafting" "laboratory" "jeweller" "poetry" "distillery" "angel_shrine" "prison" "orders" "installations"
  }
  workshopGroups = { "basic" }
  description = "Play as a not-so-evil human race. Recruit knights, priests and angelic beings!"
}
"4_gnomes"
{
  creatureId = { "GNOME" }
  tribeAlignment = LAWFUL
  immigrantGroups = {"gnomes"}
  technology = {
      "traps" "advanced traps"
      "automatons" "advanced automatons" "automaton brains" "aerodynamics"
      "iron working" "alchemy" "incendiary alchemy" "distillation" "two-handed weapons"
  }
  initialTech = { "automatons" }
  baseNameGen = "TOWN"
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "beds"
      "crafting" "laboratory" "distillery" "automatons" "orders" "installations" "traps" "gnome_traps"
  }
  workshopGroups = { "gnomes" "traps" "basic" }
  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
}
"5_zombies"
{
  creatureId = { "ZOMBIE_PLAYER" }
  specialTraits = { Lasting {SWARMER} }
  tribeAlignment = EVIL
  immigrantGroups = {"zombies"}
  technology = {}
  initialTech = { }
  baseNameGen = "TOWN"
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "training_zombies"
      "orders" "installations"
  }
  workshopGroups = { }
  description = "Enjoy some brains for Halloween!"
  minionTraits = { LEADER WORKER NO_LIMIT }
  maxPopulation = 1000
  populationString = "zombies"
  noLeader = true
  prisoners = false
  immigrantInterval = 40
#  unlock = "zombies"
}
"6_cyclops"
{
  creatureId = { "CYCLOPS_PLAYER" }
  tribeAlignment = EVIL
  immigrantGroups = {}
  technology = {
      "alchemy" "advanced alchemy" "alchemical conversion" "iron working" "jewellery"
      "two-handed weapons" "traps" "distillation"
  }
  initialTech = { }
  buildingGroups = {
      "structure" "doors" "floors" "storage" "zones" "throne" "beds"
      "training_dummies" "crafting" "laboratory" "jeweller" "poetry" "distillery" "orders"
      "installations" "traps"
  }
  workshopGroups = { "basic" "traps" }
  description = ""
  minionTraits = { LEADER WORKER FIGHTER }
  maxPopulation = 1
  prisoners = false
  unlock = "cyclops_keeper"
}
