<proto version="7">
  <unit id="0" name="InvisibleProjectile">
    <dbid>20</dbid>
    <displaynameid>22885</displaynameid>
    <editornameid>22890</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\musket_ball.xml</animfile>
    <lifespan>5.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1" name="Cannonball">
    <dbid>21</dbid>
    <displaynameid>22888</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\cannonball.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="2" name="TrainTracks">
    <dbid>22</dbid>
    <displaynameid>22910</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\track.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>OrientUnitWithGround</flag>
  </unit>
  <unit id="3" name="GenericCorpse">
    <dbid>47</dbid>
    <displaynameid>22966</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\casualties\generic_corpse.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NotAlive</flag>
    <flag>NotCommandable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="4" name="AttackRevealer">
    <dbid>61</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <lifespan>15.0000</lifespan>
    <los>8.0000</los>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoUnitAI</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NotSearchable</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Immoveable</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="5" name="Arrow">
    <dbid>63</dbid>
    <displaynameid>23513</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\arrow.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="6" name="Grenade">
    <dbid>64</dbid>
    <displaynameid>23515</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>20.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\grenade.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="7" name="MortarShell">
    <dbid>68</dbid>
    <displaynameid>23546</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\mortarshell.xml</animfile>
    <lifespan>5.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="8" name="WaypointFlag">
    <dbid>100</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\waypoint_flag\waypointflag.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="9" name="GarrisonFlag">
    <dbid>112</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\garrison_flag\garrison_flag.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="10" name="Blood">
    <dbid>115</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="11" name="BloodFlow">
    <dbid>116</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="12" name="Bola">
    <dbid>126</dbid>
    <displaynameid>23927</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\bolas.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotDeleteable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="13" name="Javelin">
    <dbid>127</dbid>
    <displaynameid>23928</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>40.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\javelin.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
  </unit>
  <unit id="14" name="UIArmyBannerVillager">
    <dbid>153</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_villager.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="15" name="UIArmyBannerHand">
    <dbid>154</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_hand.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="16" name="UIArmyBannerRanged">
    <dbid>155</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_ranged.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="17" name="UIArmyBannerCavalry">
    <dbid>156</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_cavalry.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="18" name="UIArmyBannerArtillery">
    <dbid>157</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_artillery.xml</animfile>
    <los>0.0000</los>
    <trainpoints>0.0000</trainpoints>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="19" name="UIArmyBannerNaval">
    <dbid>158</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_naval.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="20" name="UIArmyBannerHero">
    <dbid>159</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_hero.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="21" name="UIArmyBannerBuilding">
    <dbid>160</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_building.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="22" name="UIBannerIdleVillager">
    <dbid>161</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_idlevillager.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="23" name="UIBannerIdleSoldier">
    <dbid>162</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_idlesoldier.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="24" name="UIBannerTownBell">
    <dbid>163</dbid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\banners\banner_townbell.xml</animfile>
    <los>0.0000</los>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="25" name="FirewoodPile">
    <dbid>168</dbid>
    <displaynameid>24805</displaynameid>
    <editornameid>24806</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\firewood_pile.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="26" name="DuneGrass">
    <dbid>184</dbid>
    <displaynameid>24879</displaynameid>
    <editornameid>24880</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\plants\dune_grass.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="27" name="TerrainRevealer">
    <dbid>191</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <lifespan>20.0000</lifespan>
    <los>16.0000</los>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoUnitAI</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NotSearchable</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="28" name="PropsColony">
    <dbid>243</dbid>
    <displaynameid>25552</displaynameid>
    <editornameid>25553</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\props_colony.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>VariationLocked</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="29" name="PropsPottedPlants">
    <dbid>244</dbid>
    <displaynameid>25556</displaynameid>
    <editornameid>25555</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\props_signs.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="30" name="PropsPoles">
    <dbid>245</dbid>
    <displaynameid>25557</displaynameid>
    <editornameid>25558</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\props_poles.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>VariationLocked</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="31" name="PropsNative">
    <dbid>247</dbid>
    <displaynameid>25571</displaynameid>
    <editornameid>25572</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\propsnative.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="32" name="Skulls">
    <dbid>255</dbid>
    <displaynameid>25851</displaynameid>
    <editornameid>25852</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\skulls\skulls.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="33" name="Rain">
    <dbid>259</dbid>
    <displaynameid>25872</displaynameid>
    <editornameid>25875</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\rain.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="34" name="ArrivalFlag">
    <dbid>273</dbid>
    <displaynameid>26007</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\waypoint_flag\waypointflag.xml</animfile>
    <rollovertextid>26008</rollovertextid>
    <shortrollovertextid>26009</shortrollovertextid>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NotSearchable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>HasGatherPoint</flag>
    <flag>NoUnitAI</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="35" name="RiverPropsAm">
    <dbid>280</dbid>
    <displaynameid>26057</displaynameid>
    <editornameid>26058</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\amazon\riverprops_am.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="36" name="Rubble">
    <dbid>281</dbid>
    <editornameid>26071</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\rubble_4x4.xml</animfile>
    <lifespan>10.0000</lifespan>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="37" name="UnderbrushAmazon">
    <dbid>282</dbid>
    <displaynameid>26072</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\amazon\underbrush_am.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="38" name="GroundPropsAm">
    <dbid>283</dbid>
    <displaynameid>26076</displaynameid>
    <editornameid>26075</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\amazon\groundprops_am.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="39" name="RiverPlantsAm">
    <dbid>285</dbid>
    <displaynameid>26082</displaynameid>
    <editornameid>26083</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\amazon\riverplants_am.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>VisibleUnderFog</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="40" name="CinematicBlock">
    <dbid>286</dbid>
    <displaynameid>26090</displaynameid>
    <editornameid>26091</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="41" name="Bat">
    <dbid>287</dbid>
    <displaynameid>26094</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <animfile>units\animals\bat\bat_flock.xml</animfile>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>ForceToGaia</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="42" name="Macaw">
    <dbid>288</dbid>
    <displaynameid>26098</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\macaw\macaw.xml</animfile>
    <icon>resources\art\units\animals\macaw\macaw_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\macaw\macaw_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ForceToGaia</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
  </unit>
  <unit id="43" name="CinematicRevealer">
    <dbid>293</dbid>
    <displaynameid>26145</displaynameid>
    <editornameid>26146</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_revealer.xml</animfile>
    <los>12.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="44" name="OpenbrushAmazon">
    <dbid>301</dbid>
    <displaynameid>26198</displaynameid>
    <editornameid>26199</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\amazon\openbrush_am.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="45" name="SnowyOwl">
    <dbid>328</dbid>
    <displaynameid>26512</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\snow_owl\snow_owl.xml</animfile>
    <icon>resources\art\units\animals\snow_owl\snow_owl_icon.png</icon>
    <portraiticon>resources\art\units\animals\snow_owl\snow_owl_icon.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>ForceToGaia</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="46" name="CanadaGoose">
    <dbid>329</dbid>
    <displaynameid>26513</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\canadian_goose\canadian_goose.xml</animfile>
    <icon>resources\art\units\animals\canadian_goose\canadian_goose_icon.png</icon>
    <portraiticon>resources\art\units\animals\canadian_goose\canadian_goose_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
  </unit>
  <unit id="47" name="Beluga">
    <dbid>332</dbid>
    <displaynameid>26536</displaynameid>
    <editornameid>42301</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\beluga\beluga.xml</animfile>
    <icon>resources\art\units\animals\whale\whale_beluga_portrait.png</icon>
    <portraiticon>resources\art\units\animals\whale\whale_beluga_portrait.png</portraiticon>
    <rollovertextid>26535</rollovertextid>
    <shortrollovertextid>26534</shortrollovertextid>
    <initialresource resourcetype="Gold">1500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <gathererlimit>4</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>AbstractWhale</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NonSolid</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Invulnerable</flag>
    <flag>ForceBuildingData</flag>
    <flag>VisibleUnderFog</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
  </unit>
  <unit id="48" name="Eagle">
    <dbid>338</dbid>
    <displaynameid>26799</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\eagle\eagle.xml</animfile>
    <icon>resources\art\units\animals\eagle\eagle_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\eagle\eagle_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="49" name="FootprintHuman">
    <dbid>339</dbid>
    <displaynameid>26817</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\footprints\footprint_human.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
  </unit>
  <unit id="50" name="FootprintHorse">
    <dbid>341</dbid>
    <displaynameid>26819</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\footprints\footprint_horse.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
  </unit>
  <unit id="51" name="FootprintAnimal">
    <dbid>342</dbid>
    <displaynameid>26820</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\footprints\footprint_animal.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="52" name="GooseFlock">
    <dbid>349</dbid>
    <displaynameid>27169</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\canadian_goose\goose_flock.xml</animfile>
    <icon>resources\art\units\animals\canadian_goose\canadian_goose_icon.png</icon>
    <portraiticon>resources\art\units\animals\canadian_goose\canadian_goose_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
  </unit>
  <unit id="53" name="CinematicRevealerToAll">
    <dbid>350</dbid>
    <displaynameid>27174</displaynameid>
    <editornameid>27175</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_revealer_all.xml</animfile>
    <los>12.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>GivesLOSToAll</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>OnlyInEditor</flag>
  </unit>
  <unit id="54" name="SnowDrift">
    <dbid>373</dbid>
    <displaynameid>27957</displaynameid>
    <editornameid>27958</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\blowing_snow.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>ObscuresUnits</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="55" name="UnderbrushYukon">
    <dbid>403</dbid>
    <displaynameid>28217</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\yukon\underbrush_yuk.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="56" name="RiverPropsYuk">
    <dbid>404</dbid>
    <displaynameid>28221</displaynameid>
    <editornameid>28222</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\yukon\riverprops_yuk.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="57" name="GroundPropsYuk">
    <dbid>405</dbid>
    <displaynameid>28223</displaynameid>
    <editornameid>28224</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\yukon\groundprops_yuk.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
  </unit>
  <unit id="58" name="SocketIconNative">
    <dbid>408</dbid>
    <displaynameid>29879</displaynameid>
    <editornameid>30035</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <minimapicon>ui\minimap\n</minimapicon>
    <shortrollovertextid>38252</shortrollovertextid>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>PlaceAnywhere</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="59" name="Hawk">
    <dbid>414</dbid>
    <displaynameid>28251</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\hawk\hawk.xml</animfile>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
  </unit>
  <unit id="60" name="Vulture">
    <dbid>415</dbid>
    <displaynameid>28252</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\vulture\vulture.xml</animfile>
    <icon>resources\art\units\animals\vulture\vulture_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\vulture\vulture_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="61" name="UnderbrushSaguenay">
    <dbid>427</dbid>
    <displaynameid>28470</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\saguenay\underbrush_sag.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="62" name="GroundPropsSag">
    <dbid>428</dbid>
    <displaynameid>28472</displaynameid>
    <editornameid>28473</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\saguenay\groundprops_sag.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
  </unit>
  <unit id="63" name="UnderbrushTexas">
    <dbid>485</dbid>
    <displaynameid>29047</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\texas\underbrush_tex.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="64" name="BigPropTexas">
    <dbid>492</dbid>
    <displaynameid>29111</displaynameid>
    <editornameid>29112</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\texas\bigprop_texas.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="65" name="CoastalRocksSaguenay">
    <dbid>494</dbid>
    <displaynameid>29121</displaynameid>
    <editornameid>29122</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\saguenay\coastalrocks_sag.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>PlaceAnywhere</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="66" name="UnderbrushNewEngland">
    <dbid>495</dbid>
    <displaynameid>29156</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\new_england\underbrush_ne.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="67" name="BigPropNewEngland">
    <dbid>496</dbid>
    <displaynameid>29157</displaynameid>
    <editornameid>29158</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\new_england\bigprop_ne.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="68" name="UnderbrushGreatPlains">
    <dbid>504</dbid>
    <displaynameid>29317</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\great_plains\underbrush_gp.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>StartOnAnimationUpdate</flag>
  </unit>
  <unit id="69" name="TreeGreatPlainsGrass">
    <dbid>505</dbid>
    <editornameid>29324</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_greatplainsgrass.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DestroyUnderBuilding</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>ForceToGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Doppled</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="70" name="TreeGreatPlainsGrassGreen">
    <dbid>510</dbid>
    <editornameid>29366</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_greatplainsgrassgreen.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>ForceToGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NonCollideable</flag>
    <flag>Doppled</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="71" name="RiverRocksSmall">
    <dbid>513</dbid>
    <displaynameid>29414</displaynameid>
    <editornameid>30890</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\river\river_rocks_small.xml</animfile>
    <impacttype>Stone</impacttype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
    <flag>OrientWithRiver</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="72" name="GroundDecalGP">
    <dbid>522</dbid>
    <displaynameid>29629</displaynameid>
    <editornameid>29630</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\great_plains\grounddecal_gp.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="73" name="BuzzardFlock">
    <dbid>529</dbid>
    <displaynameid>29675</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\buzzard\buzzard_path.xml</animfile>
    <icon>resources\art\units\animals\vulture\vulture_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\vulture\vulture_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VisibleUnderFog</flag>
  </unit>
  <unit id="74" name="Waves">
    <dbid>531</dbid>
    <displaynameid>29706</displaynameid>
    <editornameid>29707</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\waves\waves.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>RenderAfterWater</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="75" name="SocketIconTradeRoute">
    <dbid>541</dbid>
    <displaynameid>29880</displaynameid>
    <editornameid>30036</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <icon>resources\art\trade_route\trade1.png</icon>
    <portraiticon>resources\art\trade_route\trade_route_1_portrait.png</portraiticon>
    <shortrollovertextid>38251</shortrollovertextid>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>PlaceAnywhere</flag>
    <flag>NoUnitAI</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>HideResourceInventory</flag>
    <flag>DoNotShowOnMiniMap</flag>
  </unit>
  <unit id="76" name="RuinWallSmall">
    <dbid>544</dbid>
    <displaynameid>29909</displaynameid>
    <editornameid>29910</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\props\ruins\ruin_wall_small.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="77" name="RuinWallMedium">
    <dbid>545</dbid>
    <displaynameid>29911</displaynameid>
    <editornameid>29912</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\props\ruins\ruin_wall_medium.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="78" name="RuinWallLarge">
    <dbid>546</dbid>
    <displaynameid>29913</displaynameid>
    <editornameid>29914</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\props\ruins\ruin_wall_large.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="79" name="SocketTupi">
    <dbid>563</dbid>
    <displaynameid>29953</displaynameid>
    <editornameid>30000</editornameid>
    <subciv>Tupi</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\tupi_archer_portrait.png</portraiticon>
    <rollovertextid>32940</rollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
  </unit>
  <unit id="80" name="ShorelineFoam">
    <dbid>578</dbid>
    <displaynameid>30081</displaynameid>
    <editornameid>30082</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\waves\shoreline_foam.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>StartOnAnimationUpdate</flag>
  </unit>
  <unit id="81" name="ShorelineRockBigNE">
    <dbid>579</dbid>
    <displaynameid>30083</displaynameid>
    <editornameid>30084</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\new_england\shoreline_rock_big_ne.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="82" name="ShorelineRockSmallNE">
    <dbid>580</dbid>
    <displaynameid>30085</displaynameid>
    <editornameid>30086</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\new_england\shoreline_rock_small_ne.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="83" name="BlackbirdFlock">
    <dbid>586</dbid>
    <displaynameid>30122</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\flock_of_birds\bird_flock.xml</animfile>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSearchable</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="84" name="RiverFlow">
    <dbid>590</dbid>
    <displaynameid>30155</displaynameid>
    <editornameid>30896</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>effects\river\river_flow.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>PlaceAnywhere</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>TieToWaterSurface</flag>
    <flag>ForceToGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="85" name="RiverEdgeFlow">
    <dbid>591</dbid>
    <displaynameid>30159</displaynameid>
    <editornameid>30897</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>effects\river\river_edge_flow.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>630.0000</initialhitpoints>
    <maxhitpoints>630.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>TieToWaterSurface</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="86" name="CliffFoliageNE">
    <dbid>612</dbid>
    <displaynameid>30339</displaynameid>
    <editornameid>30340</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\new_england\cliff_rock_ne.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="87" name="RiverRocksLarge">
    <dbid>638</dbid>
    <displaynameid>30889</displaynameid>
    <editornameid>30891</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\river\river_rocks_large.xml</animfile>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
    <flag>OrientWithRiver</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="88" name="ShallowRocksSmall">
    <dbid>639</dbid>
    <displaynameid>30892</displaynameid>
    <editornameid>30893</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\river\shallow_rocks_small.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>OrientWithRiver</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
  </unit>
  <unit id="89" name="ShallowRocksLarge">
    <dbid>640</dbid>
    <displaynameid>30894</displaynameid>
    <editornameid>30895</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\river\shallow_rocks_large.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
    <flag>OrientWithRiver</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="90" name="ShallowFlow">
    <dbid>641</dbid>
    <displaynameid>30900</displaynameid>
    <editornameid>30901</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>effects\river\shallow_flow.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>525.0000</initialhitpoints>
    <maxhitpoints>525.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>StartOnAnimationUpdate</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="91" name="EaglesNest">
    <dbid>642</dbid>
    <displaynameid>30908</displaynameid>
    <editornameid>30910</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\animals\eagle\eagles_nest.xml</animfile>
    <icon>resources\art\units\animals\eagle\eagle_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\eagle\eagle_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ForceToGaia</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="92" name="Dynamite">
    <dbid>695</dbid>
    <displaynameid>32275</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>20.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\dynamite.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="93" name="UnderbrushPampas">
    <dbid>719</dbid>
    <displaynameid>32575</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\pampas\underbrush_pam.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="94" name="RiverShallowsPam">
    <dbid>720</dbid>
    <displaynameid>32600</displaynameid>
    <editornameid>32601</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\pampas\river_shallows_pam.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="95" name="RiverObjectsPam">
    <dbid>721</dbid>
    <displaynameid>32602</displaynameid>
    <editornameid>32603</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\pampas\river_objects_pam.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="96" name="UnderbrushRockies">
    <dbid>724</dbid>
    <displaynameid>32623</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\rockies\underbrush_roc.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="97" name="UnderbrushRockiesSnow">
    <dbid>725</dbid>
    <displaynameid>32624</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\rockies\underbrush_snow_roc.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="98" name="SPCFlag">
    <dbid>728</dbid>
    <displaynameid>32671</displaynameid>
    <editornameid>32672</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_flag\spc_flag.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>NotCommandable</flag>
    <flag>NotSearchable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="99" name="UnderbrushCarolinas">
    <dbid>733</dbid>
    <displaynameid>32705</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\carolinas\underbrush_car.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="100" name="UnderbrushCarolinasMarsh">
    <dbid>735</dbid>
    <displaynameid>32744</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\carolinas\underbrush_marsh_car.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>PlaceAnywhere</flag>
  </unit>
  <unit id="101" name="UnderbrushCarolinasForest">
    <dbid>736</dbid>
    <displaynameid>32745</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\carolinas\underbrush_forest_car.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="102" name="SPCCasualties">
    <dbid>752</dbid>
    <displaynameid>32941</displaynameid>
    <editornameid>32942</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\casualties\casualties.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>OrientUnitWithGround</flag>
  </unit>
  <unit id="103" name="SPCCasualtyCart">
    <dbid>753</dbid>
    <displaynameid>32943</displaynameid>
    <editornameid>32944</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\casualties\casualty_cart.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="104" name="IGCStuartsHead">
    <dbid>770</dbid>
    <displaynameid>33161</displaynameid>
    <editornameid>33162</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\stuart_black\stuarts_head.xml</animfile>
    <icon>resources\art\units\spc\stuart_black\stuart_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\stuart_black\stuart_black_igc_icon.png</portraiticon>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="105" name="CinematicBlockCube">
    <dbid>773</dbid>
    <displaynameid>33278</displaynameid>
    <editornameid>33279</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\cinematic_blocks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="106" name="SpyglassRevealer">
    <dbid>775</dbid>
    <displaynameid>33287</displaynameid>
    <editornameid>33288</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_revealer.xml</animfile>
    <los>18.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>PlaceAnywhere</flag>
  </unit>
  <unit id="107" name="IGCDynamiteKeg">
    <dbid>776</dbid>
    <displaynameid>33304</displaynameid>
    <editornameid>33305</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\dynamite_keg\dynamite_keg.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="108" name="ShorelinePlantCAR">
    <dbid>778</dbid>
    <displaynameid>33317</displaynameid>
    <editornameid>33318</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\carolinas\shoreline_plant_car.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="109" name="IGCGunpowderSparks">
    <dbid>779</dbid>
    <displaynameid>33319</displaynameid>
    <editornameid>33320</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\spc\gunpowder_sparks\gunpowder_sparks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="110" name="IGCGunpowderTrail">
    <dbid>780</dbid>
    <displaynameid>33321</displaynameid>
    <editornameid>33322</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\dynamite_keg\gunpowder_trail.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="111" name="UnderbrushYucatan">
    <dbid>782</dbid>
    <displaynameid>33328</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\yucatan\underbrush_yuc.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="112" name="GatherFlagEconomy">
    <dbid>783</dbid>
    <displaynameid>33341</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>objects\gather_point_flags\gather_point_flag_economy.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuredByUnits</flag>
  </unit>
  <unit id="113" name="GatherFlagMilitary">
    <dbid>784</dbid>
    <displaynameid>33342</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>objects\gather_point_flags\gather_point_flag_military.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="114" name="DuckFamily">
    <dbid>805</dbid>
    <displaynameid>33670</displaynameid>
    <editornameid>33671</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>units\animals\duck\duck_family.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DecalStickToWaterSurface</flag>
  </unit>
  <unit id="115" name="SPCPathBlock1">
    <dbid>812</dbid>
    <displaynameid>33736</displaynameid>
    <editornameid>33737</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\pathblock1.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DontMarkExtraFog</flag>
  </unit>
  <unit id="116" name="SPCPathBlock2">
    <dbid>813</dbid>
    <displaynameid>33738</displaynameid>
    <editornameid>33739</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\pathblock2.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>DontMarkExtraFog</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="117" name="SPCPathBlock3">
    <dbid>814</dbid>
    <displaynameid>33740</displaynameid>
    <editornameid>33741</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\pathblock3.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DontMarkExtraFog</flag>
  </unit>
  <unit id="118" name="Graves">
    <dbid>815</dbid>
    <displaynameid>33754</displaynameid>
    <editornameid>33755</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\graves\graves.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="119" name="TorchProjectile">
    <dbid>822</dbid>
    <displaynameid>33808</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>20.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\torch_projectile.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="120" name="SPCFalcon">
    <dbid>831</dbid>
    <displaynameid>34030</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\spc\warwick\spc_falcon.xml</animfile>
    <icon>resources\art\units\spc\warwick\igc_falcon_portrait.png</icon>
    <portraiticon>resources\art\units\spc\warwick\igc_falcon_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="121" name="PropTurtles">
    <dbid>832</dbid>
    <displaynameid>34032</displaynameid>
    <editornameid>34033</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\turtle\turtle.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="122" name="PropFish">
    <dbid>833</dbid>
    <displaynameid>34034</displaynameid>
    <editornameid>34035</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\bass_fish\bass_fish.xml</animfile>
    <icon>resources\art\units\animals\fish\bass_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\bass_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="123" name="PropSwan">
    <dbid>834</dbid>
    <displaynameid>34036</displaynameid>
    <editornameid>34037</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\swan\swan.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="124" name="PropKingfisher">
    <dbid>835</dbid>
    <displaynameid>34038</displaynameid>
    <editornameid>34039</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\kingfisher\kingfisher.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="125" name="PropEaglesRocks">
    <dbid>838</dbid>
    <displaynameid>34077</displaynameid>
    <editornameid>34078</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\eagle\eagles_rocks.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Doppled</flag>
  </unit>
  <unit id="126" name="PropVulturePerching">
    <dbid>839</dbid>
    <displaynameid>34079</displaynameid>
    <editornameid>34080</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\vulture\vulture_perching.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="127" name="ArrowFlaming">
    <dbid>840</dbid>
    <displaynameid>34094</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\arrow_flaming.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="128" name="SPCPopBlock">
    <dbid>854</dbid>
    <displaynameid>34418</displaynameid>
    <editornameid>34419</editornameid>
    <populationcapaddition>15</populationcapaddition>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="129" name="UnderbrushCalifornia">
    <dbid>859</dbid>
    <displaynameid>34444</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\california\underbrush_cal.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="130" name="MapObjective">
    <dbid>863</dbid>
    <displaynameid>34564</displaynameid>
    <editornameid>36700</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_revealer.xml</animfile>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <los>12.0000</los>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonCollideable</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="131" name="IGCShipwreck">
    <dbid>876</dbid>
    <displaynameid>34655</displaynameid>
    <editornameid>34656</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>objects\spc\igc_shipwreck\igc_shipwreck.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
    <flag>NavalUnit</flag>
  </unit>
  <unit id="132" name="RiverPropsNWTerritory">
    <dbid>877</dbid>
    <displaynameid>34659</displaynameid>
    <editornameid>34660</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\nwterritory\riverprops_nwt.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="133" name="SPCDamagedProps">
    <dbid>878</dbid>
    <displaynameid>34663</displaynameid>
    <editornameid>34664</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\props_colony_damaged\props_colony_damaged.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="134" name="PropGrassFire">
    <dbid>881</dbid>
    <displaynameid>34683</displaynameid>
    <editornameid>34685</editornameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\fire\prop_grass_fire.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>630.0000</initialhitpoints>
    <maxhitpoints>630.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="135" name="PropGrassShort">
    <dbid>882</dbid>
    <displaynameid>34687</displaynameid>
    <editornameid>34688</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\carolinas\grass_short.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="136" name="PropDeadTree">
    <dbid>883</dbid>
    <displaynameid>34691</displaynameid>
    <editornameid>34692</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\trees\tree_dead.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="137" name="PropsCave">
    <dbid>891</dbid>
    <displaynameid>34852</displaynameid>
    <editornameid>34853</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\cave\cave_props.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
  </unit>
  <unit id="138" name="IGCFlotsam">
    <dbid>903</dbid>
    <displaynameid>34944</displaynameid>
    <editornameid>34945</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>objects\spc\igc_shipwreck\igc_flotsam.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>VariationLocked</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
  </unit>
  <unit id="139" name="SPCFixedGunBase">
    <dbid>905</dbid>
    <displaynameid>34954</displaynameid>
    <editornameid>34955</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fixed_gun\fixed_gun_base.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>34953</rollovertextid>
    <shortrollovertextid>34952</shortrollovertextid>
    <los>75.0000</los>
    <bounty>300.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Invulnerable</flag>
    <flag>NotSelectable</flag>
    <flag>DontFlattenGround</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
  </unit>
  <unit id="140" name="SPCFixedGunBaseRuins">
    <dbid>907</dbid>
    <displaynameid>34981</displaynameid>
    <editornameid>34982</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fixed_gun\fixed_gun_base_ruins.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>34980</rollovertextid>
    <shortrollovertextid>34979</shortrollovertextid>
    <los>75.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>BuildingClass</unittype>
    <flag>DontFlattenGround</flag>
    <flag>NotSelectable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Invulnerable</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
  </unit>
  <unit id="141" name="TownCenterObstruction">
    <dbid>909</dbid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <los>0.0000</los>
    <flag>NonSolid</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoesNotAutoAttack</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>HideFromHelp</flag>
    <flag>NonCollideable</flag>
    <flag>NotCommandable</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>NotSearchable</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
  </unit>
  <unit id="142" name="Duck">
    <dbid>917</dbid>
    <displaynameid>35278</displaynameid>
    <editornameid>35279</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>units\animals\duck\duck.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="143" name="SPCAztecMap">
    <dbid>928</dbid>
    <displaynameid>35608</displaynameid>
    <editornameid>35609</editornameid>
    <obstructionradiusx>14.0000</obstructionradiusx>
    <obstructionradiusz>18.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\aztec_courtyard\spc_aztec_map.xml</animfile>
    <impacttype>Stone</impacttype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NonSolid</flag>
    <flag>NoIdleActions</flag>
    <flag>NotSearchable</flag>
    <flag>DoesNotAutoAttack</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>FlattenGround</flag>
    <flag>NotSelectable</flag>
    <flag>Invulnerable</flag>
    <flag>NotCommandable</flag>
    <flag>NonCollideable</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
  </unit>
  <unit id="144" name="SPCDrydock">
    <dbid>930</dbid>
    <displaynameid>35628</displaynameid>
    <editornameid>35629</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\dry_dock\spc_dry_dock.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\dock\dock_icon.png</icon>
    <portraiticon>resources\art\buildings\dock\dock_portrait.png</portraiticon>
    <rollovertextid>35631</rollovertextid>
    <shortrollovertextid>35632</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Invulnerable</flag>
    <flag>NoHPBar</flag>
    <flag>SnapPlacement</flag>
    <flag>TieToWaterSurface</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="145" name="BuildingRubble3x3">
    <dbid>931</dbid>
    <editornameid>35643</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_3x3.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="146" name="BuildingRubble4x4">
    <dbid>932</dbid>
    <editornameid>35645</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_4x4.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlphaFadeLifespan</flag>
    <flag>FadeInOnBuild</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
  </unit>
  <unit id="147" name="BuildingRubble2x2">
    <dbid>933</dbid>
    <editornameid>35665</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_2x2.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="148" name="BuildingRubble5x3">
    <dbid>934</dbid>
    <editornameid>35667</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_5x3.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlphaFadeLifespan</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
  </unit>
  <unit id="149" name="BuildingRubble5x5">
    <dbid>935</dbid>
    <editornameid>35669</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_5x5.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="150" name="SPCDamagedCannons">
    <dbid>937</dbid>
    <displaynameid>35729</displaynameid>
    <editornameid>35730</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\damaged_cannons\damaged_cannons.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="151" name="GatherFlagEconomyNaval">
    <dbid>938</dbid>
    <displaynameid>35752</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>objects\gather_point_flags\gather_point_flag_naval.xml</animfile>
    <icon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</icon>
    <portraiticon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</portraiticon>
    <civflagoverride>objects\flags\naval_economy_gather_point_flag_BaseColor</civflagoverride>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="152" name="UnderbrushTexasGrass">
    <dbid>952</dbid>
    <displaynameid>35955</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\texas\underbrush_grass_tex.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="153" name="DuckFlock">
    <dbid>953</dbid>
    <displaynameid>35981</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\duck\duck_flock.xml</animfile>
    <icon>resources\art\units\animals\elk\elk_icon_32x32.png</icon>
    <portraiticon>resources\art\units\animals\eagle\eagle_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="154" name="CityStreets">
    <dbid>956</dbid>
    <displaynameid>36109</displaynameid>
    <editornameid>36110</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\city\city_streets.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>TileAlignPlacement</flag>
    <flag>SelectWithObstruction</flag>
  </unit>
  <unit id="155" name="Hoop">
    <dbid>957</dbid>
    <displaynameid>36173</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>20.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\hoop.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="156" name="PropBlizzard">
    <dbid>958</dbid>
    <displaynameid>36203</displaynameid>
    <editornameid>36205</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\BlizzardFX.xml</animfile>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PlaceAnywhere</flag>
    <flag>NotSelectable</flag>
    <flag>ForceToGaia</flag>
    <flag>NonCollideable</flag>
    <flag>NonSolid</flag>
    <flag>NoHPBar</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="157" name="UnderbrushPatagoniaDirt">
    <dbid>963</dbid>
    <displaynameid>36426</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\patagonia\underbrush_dirt_pat.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="158" name="UnderbrushPatagoniaSnow">
    <dbid>964</dbid>
    <displaynameid>36427</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\patagonia\underbrush_snow_pat.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="159" name="SPCMudTrail">
    <dbid>965</dbid>
    <displaynameid>36435</displaynameid>
    <editornameid>36436</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\spc_mud_trail.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>SelectWithObstruction</flag>
  </unit>
  <unit id="160" name="StartledBirds">
    <dbid>973</dbid>
    <displaynameid>36769</displaynameid>
    <editornameid>36771</editornameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\spc\startledbirds.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>525.0000</initialhitpoints>
    <maxhitpoints>525.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>TieToWaterSurface</flag>
    <flag>PlaceAnywhere</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="161" name="UnderbrushForest">
    <dbid>975</dbid>
    <displaynameid>36868</displaynameid>
    <editornameid>36869</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_forest.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="162" name="UnderbrushDesert">
    <dbid>976</dbid>
    <displaynameid>36870</displaynameid>
    <editornameid>36871</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_desert.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="163" name="UnderbrushCoast">
    <dbid>977</dbid>
    <displaynameid>36872</displaynameid>
    <editornameid>36873</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_coast.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>PlaceAnywhere</flag>
  </unit>
  <unit id="164" name="UnderbrushLake">
    <dbid>978</dbid>
    <displaynameid>36874</displaynameid>
    <editornameid>36875</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_lake.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="165" name="UnderbrushJungle">
    <dbid>979</dbid>
    <displaynameid>36876</displaynameid>
    <editornameid>36877</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_jungle.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="166" name="UnderbrushSnow">
    <dbid>980</dbid>
    <displaynameid>36878</displaynameid>
    <editornameid>36879</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_snow.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="167" name="MoveTo">
    <dbid>982</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\waypoint_flag\moveto.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="168" name="SPCRailwayProps">
    <dbid>985</dbid>
    <displaynameid>37254</displaynameid>
    <editornameid>37255</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_railway\spc_railway_props.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="169" name="SPCRails">
    <dbid>986</dbid>
    <displaynameid>37258</displaynameid>
    <editornameid>37259</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_railway\spc_rails.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="170" name="NativeTownObstruction">
    <dbid>988</dbid>
    <displaynameid>41609</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <los>0.0000</los>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoesNotAutoAttack</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>HideFromHelp</flag>
    <flag>NotCommandable</flag>
    <flag>NotDeleteable</flag>
    <flag>NotSearchable</flag>
    <flag>NotSelectable</flag>
    <flag>NoIdleActions</flag>
    <flag>OnlyInEditor</flag>
    <flag>VisibleUnderFogIfGaia</flag>
  </unit>
  <unit id="171" name="SPCAztecProps">
    <dbid>991</dbid>
    <displaynameid>37326</displaynameid>
    <editornameid>37327</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\aztec_props\spc_aztec_props.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="172" name="SPCTrainParts">
    <dbid>993</dbid>
    <displaynameid>37344</displaynameid>
    <editornameid>37345</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_railway\spc_trainparts.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="173" name="RocketShell">
    <dbid>994</dbid>
    <displaynameid>37462</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>45.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\rocket.xml</animfile>
    <lifespan>5.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="174" name="SMBuffaloCookpot">
    <dbid>995</dbid>
    <displaynameid>37468</displaynameid>
    <editornameid>37469</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_buffalo_cookpot.xml</animfile>
    <animstatemachine>sm_buffalo_cookpot</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="175" name="SMBuffaloFence">
    <dbid>996</dbid>
    <displaynameid>37470</displaynameid>
    <editornameid>37471</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_buffalo_fence.xml</animfile>
    <animstatemachine>sm_buffalo_fence</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="176" name="SMBuffaloMixerPoker">
    <dbid>997</dbid>
    <displaynameid>37472</displaynameid>
    <editornameid>37473</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_buffalo_mixer_poker.xml</animfile>
    <animstatemachine>sm_buffalo_mixer_poker</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="177" name="SMBuffaloPickerSitting">
    <dbid>998</dbid>
    <displaynameid>37474</displaynameid>
    <editornameid>37475</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_buffalo_picker_sitting.xml</animfile>
    <animstatemachine>sm_buffalo_picker_sitting</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="178" name="SMBuffaloStoryTelling">
    <dbid>999</dbid>
    <displaynameid>37476</displaynameid>
    <editornameid>37477</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_buffalo_story_telling.xml</animfile>
    <animstatemachine>sm_buffalo_story_telling</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="179" name="SMNWCookpot">
    <dbid>1000</dbid>
    <displaynameid>37478</displaynameid>
    <editornameid>37479</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_nw_cookpot.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="180" name="SMNWFence">
    <dbid>1001</dbid>
    <displaynameid>37484</displaynameid>
    <editornameid>37485</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_nw_fence.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="181" name="SMNWMixerPoker">
    <dbid>1002</dbid>
    <displaynameid>37486</displaynameid>
    <editornameid>37487</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_nw_mixer_poker.xml</animfile>
    <animstatemachine>sm_nw_mixer_poker</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="182" name="SMNWPickerSitting">
    <dbid>1003</dbid>
    <displaynameid>37488</displaynameid>
    <editornameid>37489</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_nw_picker_sitting.xml</animfile>
    <animstatemachine>sm_nw_picker_sitting</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="183" name="SMNWStoryTelling">
    <dbid>1004</dbid>
    <displaynameid>37490</displaynameid>
    <editornameid>37491</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_nw_story_telling.xml</animfile>
    <animstatemachine>sm_nw_story_telling</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="184" name="SMIncanCookpot">
    <dbid>1005</dbid>
    <displaynameid>37492</displaynameid>
    <editornameid>37493</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_cookpot.xml</animfile>
    <animstatemachine>sm_incan_cookpot</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="185" name="SMIncanFence">
    <dbid>1006</dbid>
    <displaynameid>37494</displaynameid>
    <editornameid>37495</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_fence.xml</animfile>
    <animstatemachine>sm_incan_fence</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="186" name="SMIncanMixerPoker">
    <dbid>1007</dbid>
    <displaynameid>37496</displaynameid>
    <editornameid>37497</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_mixer_poker.xml</animfile>
    <animstatemachine>sm_incan_mixer_poker</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="187" name="SMIncanPickerSitting">
    <dbid>1008</dbid>
    <displaynameid>37498</displaynameid>
    <editornameid>37499</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_picker_sitting.xml</animfile>
    <animstatemachine>sm_incan_picker_sitting</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="188" name="SMIncanStoryTelling">
    <dbid>1009</dbid>
    <displaynameid>37500</displaynameid>
    <editornameid>37501</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_story_telling.xml</animfile>
    <animstatemachine>sm_incan_story_telling</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="189" name="SMTupiCookpot">
    <dbid>1010</dbid>
    <displaynameid>37502</displaynameid>
    <editornameid>37503</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_tupi_cookpot.xml</animfile>
    <animstatemachine>sm_tupi_cookpot</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="190" name="SMTupiFence">
    <dbid>1011</dbid>
    <displaynameid>37504</displaynameid>
    <editornameid>37505</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_tupi_fence.xml</animfile>
    <animstatemachine>sm_tupi_fence</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="191" name="SMTupiMixerPoker">
    <dbid>1012</dbid>
    <displaynameid>37506</displaynameid>
    <editornameid>37507</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_tupi_mixer_poker.xml</animfile>
    <animstatemachine>sm_tupi_mixer_poker</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="192" name="SMTupiPickerSitting">
    <dbid>1013</dbid>
    <displaynameid>37508</displaynameid>
    <editornameid>37509</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_tupi_picker_sitting.xml</animfile>
    <animstatemachine>sm_tupi_picker_sitting</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="193" name="SMTupiStoryTelling">
    <dbid>1014</dbid>
    <displaynameid>37510</displaynameid>
    <editornameid>37511</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_tupi_story_telling.xml</animfile>
    <animstatemachine>sm_tupi_story_telling</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="194" name="Knife">
    <dbid>1038</dbid>
    <displaynameid>42367</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\knife.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="195" name="Tomahawk">
    <dbid>1039</dbid>
    <displaynameid>42395</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\tomahawk.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="196" name="SPCPropClubman">
    <dbid>1041</dbid>
    <editornameid>42408</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\clubman.xml</animfile>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>12.0000</los>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NotCommandable</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>NotSelectable</flag>
    <tactics>predatorHandInfantry.tactics</tactics>
  </unit>
  <unit id="197" name="SPCPropRifleman">
    <dbid>1042</dbid>
    <editornameid>42412</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\rifleman.xml</animfile>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NotSelectable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NotCommandable</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <tactics>predatorRifle.tactics</tactics>
  </unit>
  <unit id="198" name="GreatBombardBall">
    <dbid>1047</dbid>
    <displaynameid>42965</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\great_bombard_ball.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="199" name="RussianGreatCannonBall">
    <dbid>1048</dbid>
    <displaynameid>42966</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\spc_russian_great_cannonball.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="200" name="BuildingRubbleCabinNugget">
    <dbid>1050</dbid>
    <editornameid>43021</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\abandoned_cabin\abandoned_cabin_dead.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="201" name="BuildingRubble6x6">
    <dbid>1051</dbid>
    <editornameid>43029</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\rubble\building_rubble_6x6.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="202" name="IGCFishingBoat">
    <dbid>1052</dbid>
    <editornameid>43061</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\naval\fishing_ship\igc_fishing_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Wood">70.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>10</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fishingboat.tactics</tactics>
  </unit>
  <unit id="203" name="IGCGreatBombard">
    <dbid>1053</dbid>
    <editornameid>43065</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>2.0000</turnrate>
    <animfile>units\artillery\great_bombard\igc_great_bombard.xml</animfile>
    <impacttype>Wood</impacttype>
    <initialhitpoints>550.0000</initialhitpoints>
    <maxhitpoints>550.0000</maxhitpoints>
    <los>50.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>133.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">700.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>IGCgreatBombard.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>400.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>48.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>800.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="204" name="Condor">
    <dbid>1054</dbid>
    <displaynameid>43114</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\condor\condor.xml</animfile>
    <icon>resources\art\units\animals\condor\condor_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\eagle\eagle_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="205" name="Parrot">
    <dbid>1055</dbid>
    <displaynameid>43116</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\macaw\parrot.xml</animfile>
    <icon>resources\art\units\animals\macaw\macaw_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\macaw\macaw_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="206" name="Seagull">
    <dbid>1056</dbid>
    <displaynameid>43117</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\seagull\seagull.xml</animfile>
    <icon>resources\art\units\animals\macaw\macaw_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\macaw\macaw_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="207" name="InvisibleProjectileNoTracer">
    <dbid>1071</dbid>
    <displaynameid>43316</displaynameid>
    <editornameid>43317</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="208" name="MediocreBombardBall">
    <dbid>1072</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>10.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>units\animals\capybara\capybara.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="209" name="LazerBeam">
    <dbid>1073</dbid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\laserbeam.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="210" name="TestObject2">
    <dbid>1098</dbid>
    <displaynameid>43629</displaynameid>
    <editornameid>43630</editornameid>
    <animfile>buildings\test_object\test_object.xml</animfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house_portrait.png</portraiticon>
    <los>0.0000</los>
  </unit>
  <unit id="211" name="BigPropPaintedDesert">
    <dbid>1170</dbid>
    <displaynameid>45285</displaynameid>
    <editornameid>45286</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\painteddesert\bigprop_painteddesert.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="212" name="PropWallPost">
    <dbid>1171</dbid>
    <displaynameid>45317</displaynameid>
    <editornameid>45318</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\wall\wall_post.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="213" name="UnderbrushAraucania">
    <dbid>1194</dbid>
    <displaynameid>45627</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_ar.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="214" name="ArrowCanoe">
    <dbid>1198</dbid>
    <displaynameid>45807</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\arrow.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="215" name="SPCXPSplitRailFence">
    <dbid>1200</dbid>
    <displaynameid>45813</displaynameid>
    <editornameid>45814</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\fence\ne_fence.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="216" name="xpChiefPower">
    <dbid>1220</dbid>
    <displaynameid>46147</displaynameid>
    <editornameid>46148</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>effects\Chiefpower\chiefpower.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>PlaceAnywhere</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="217" name="SPCXPSplitRailStraight">
    <dbid>1227</dbid>
    <displaynameid>46253</displaynameid>
    <editornameid>46254</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\fence\ne_fence_straight.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="218" name="SPCFlagKevin">
    <dbid>1260</dbid>
    <displaynameid>46751</displaynameid>
    <editornameid>46752</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_flag\spc_flag_kevin.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>NotCommandable</flag>
    <flag>NotSearchable</flag>
  </unit>
  <unit id="219" name="BankWagon">
    <dbid>1267</dbid>
    <displaynameid>46898</displaynameid>
    <editornameid>46899</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_bank.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\bank_wagon_icon.png</icon>
    <portraiticon>resources\art\units\bank_wagon_portrait.png</portraiticon>
    <rollovertextid>46897</rollovertextid>
    <shortrollovertextid>46896</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">Bank</train>
    <train row="0" page="6" column="0">ypBankAsian</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Bank">3.000000</rate>
      <rate type="ypBankAsian">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="220" name="RiverObjectsOri">
    <dbid>1275</dbid>
    <displaynameid>47268</displaynameid>
    <editornameid>47269</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\orinoco\river_objects_ori.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="221" name="RiverShallowsOri">
    <dbid>1276</dbid>
    <displaynameid>47270</displaynameid>
    <editornameid>47271</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\orinoco\river_shallows_ori.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="222" name="IGCTumblingKeg">
    <dbid>1290</dbid>
    <displaynameid>48817</displaynameid>
    <editornameid>48818</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\dynamite_keg\tumbling_keg.xml</animfile>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="223" name="Blowdart">
    <dbid>1292</dbid>
    <displaynameid>48948</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>units\attachments\blowgun_dart.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="224" name="PropsPlymouth">
    <dbid>1308</dbid>
    <displaynameid>60049</displaynameid>
    <editornameid>60050</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\props_plymouth.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="225" name="PropsTable">
    <dbid>1309</dbid>
    <displaynameid>60051</displaynameid>
    <editornameid>60052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\props_table.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="226" name="PropsHUGEPumpkin">
    <dbid>1310</dbid>
    <displaynameid>60053</displaynameid>
    <editornameid>60054</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\props_HUGE_turkey.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
  </unit>
  <unit id="227" name="UnderbrushDeccan">
    <dbid>1470</dbid>
    <displaynameid>62073</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_deccan.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="228" name="ypSMDeccanAccessory">
    <dbid>1504</dbid>
    <displaynameid>62512</displaynameid>
    <editornameid>62513</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_deccan_accessory.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="229" name="ypBarHeadedGoose">
    <dbid>1505</dbid>
    <displaynameid>62514</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\bar_headed_goose\bar_headed_goose.xml</animfile>
    <icon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlyingUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="230" name="ypBarHeadedGooseFlock">
    <dbid>1506</dbid>
    <displaynameid>62515</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\bar_headed_goose\bar_headed_goose_flock.xml</animfile>
    <icon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="231" name="ypBuildingRubbleShrineNugget">
    <dbid>1524</dbid>
    <editornameid>62709</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="232" name="ypSMBhaktiMan">
    <dbid>1546</dbid>
    <displaynameid>62892</displaynameid>
    <editornameid>62893</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_bhakti_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="233" name="ypSMBhaktiGuy">
    <dbid>1547</dbid>
    <displaynameid>62894</displaynameid>
    <editornameid>62895</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_bhakti_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="234" name="ypSMBhaktiWoman">
    <dbid>1548</dbid>
    <displaynameid>62896</displaynameid>
    <editornameid>62897</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_bhakti_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="235" name="ypSMBhaktiLady">
    <dbid>1549</dbid>
    <displaynameid>62898</displaynameid>
    <editornameid>62899</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_bhakti_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="236" name="ypSMUdasiGuy">
    <dbid>1550</dbid>
    <displaynameid>62900</displaynameid>
    <editornameid>62901</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_udasi_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="237" name="ypSMUdasiMan">
    <dbid>1551</dbid>
    <displaynameid>62902</displaynameid>
    <editornameid>62903</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_udasi_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="238" name="ypSMUdasiWoman">
    <dbid>1552</dbid>
    <displaynameid>62904</displaynameid>
    <editornameid>62905</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_udasi_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="239" name="ypSMUdasiLady">
    <dbid>1553</dbid>
    <displaynameid>62906</displaynameid>
    <editornameid>62907</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_udasi_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="240" name="ypBuildingRubbleShrineNuggetJapanese">
    <dbid>1559</dbid>
    <editornameid>62976</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead_japanese.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="241" name="ypBuildingRubbleShrineNuggetChinese">
    <dbid>1577</dbid>
    <editornameid>63376</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine_chinese\abandoned_shrine_dead_chinese.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="242" name="ypSMShaolinAccessory">
    <dbid>1578</dbid>
    <displaynameid>63377</displaynameid>
    <editornameid>63378</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_shaolin_accessory.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="243" name="ypSMZenAccessory">
    <dbid>1579</dbid>
    <displaynameid>63379</displaynameid>
    <editornameid>63380</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_zen_accessory.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="244" name="ypSMShaolinGuy">
    <dbid>1580</dbid>
    <displaynameid>63381</displaynameid>
    <editornameid>63382</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_shaolin_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="245" name="ypSMShaolinMan">
    <dbid>1581</dbid>
    <displaynameid>63383</displaynameid>
    <editornameid>63384</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_shaolin_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="246" name="ypSMShaolinLady">
    <dbid>1582</dbid>
    <displaynameid>63385</displaynameid>
    <editornameid>63386</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_shaolin_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="247" name="ypSMShaolinWoman">
    <dbid>1583</dbid>
    <displaynameid>63387</displaynameid>
    <editornameid>63388</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_shaolin_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="248" name="ypSMZenGuy">
    <dbid>1584</dbid>
    <displaynameid>63389</displaynameid>
    <editornameid>63390</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_zen_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="249" name="ypSMZenMan">
    <dbid>1585</dbid>
    <displaynameid>63391</displaynameid>
    <editornameid>63392</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_zen_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="250" name="ypSMZenWoman">
    <dbid>1586</dbid>
    <displaynameid>63393</displaynameid>
    <editornameid>79812</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_zen_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="251" name="ypSMZenLady">
    <dbid>1587</dbid>
    <displaynameid>63395</displaynameid>
    <editornameid>79811</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_zen_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="252" name="ypNuggetHideout">
    <dbid>1588</dbid>
    <displaynameid>63399</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\hideout\hideout.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>63398</rollovertextid>
    <shortrollovertextid>63397</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
  </unit>
  <unit id="253" name="UnderbrushYellowRiver">
    <dbid>1615</dbid>
    <displaynameid>63674</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_yellow_river.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="254" name="ypBuildingRubbleTowerNugget">
    <dbid>1617</dbid>
    <editornameid>79808</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_tower\abandoned_tower_dead.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <corpsedecaydelay>2.0000</corpsedecaydelay>
    <lifespan>15.0000</lifespan>
    <decay delay="0.0000" duration="2.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DestroyUnderBuilding</flag>
    <flag>VariationLocked</flag>
    <flag>FadeOutDuringDeathAnimation</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>FadeInOnBuild</flag>
    <flag>AlphaFadeLifespan</flag>
  </unit>
  <unit id="255" name="ypSMJesuitAccessory">
    <dbid>1688</dbid>
    <displaynameid>64540</displaynameid>
    <editornameid>64541</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_jesuit_accessory.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="256" name="ypSMZenAccessorySnow">
    <dbid>1689</dbid>
    <displaynameid>64542</displaynameid>
    <editornameid>64543</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_zen_accessory_snow.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="257" name="ypSMSufiAccessory">
    <dbid>1690</dbid>
    <displaynameid>64544</displaynameid>
    <editornameid>64545</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\native_settlement\sm_sufi_accessory.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="258" name="ypSMJesuitGuy">
    <dbid>1691</dbid>
    <displaynameid>64546</displaynameid>
    <editornameid>64547</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_jesuit_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="259" name="ypSMJesuitLady">
    <dbid>1692</dbid>
    <displaynameid>64548</displaynameid>
    <editornameid>64549</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_jesuit_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="260" name="ypSMJesuitMan">
    <dbid>1693</dbid>
    <displaynameid>64550</displaynameid>
    <editornameid>64551</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_jesuit_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="261" name="ypSMJesuitWoman">
    <dbid>1694</dbid>
    <displaynameid>64552</displaynameid>
    <editornameid>64553</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_jesuit_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="262" name="ypSMSufiGuy">
    <dbid>1695</dbid>
    <displaynameid>64554</displaynameid>
    <editornameid>64555</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_sufi_guy.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="263" name="ypSMSufiLady">
    <dbid>1696</dbid>
    <displaynameid>64557</displaynameid>
    <editornameid>79810</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_sufi_lady.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="264" name="ypSMSufiMan">
    <dbid>1697</dbid>
    <displaynameid>64560</displaynameid>
    <editornameid>64561</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_sufi_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="265" name="ypSMSufiWoman">
    <dbid>1698</dbid>
    <displaynameid>64562</displaynameid>
    <editornameid>64563</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_sufi_woman.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="266" name="ShorelineRockBigCJ">
    <dbid>1795</dbid>
    <displaynameid>65011</displaynameid>
    <editornameid>65012</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\coastal_japan\shoreline_rock_big_cj.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Unit</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="267" name="ShorelineRockSmallCJ">
    <dbid>1796</dbid>
    <displaynameid>65013</displaynameid>
    <editornameid>65014</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\coastal_japan\shoreline_rock_small_cj.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="268" name="UnderbrushCoastalJapan">
    <dbid>1805</dbid>
    <displaynameid>65061</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_coastal_japan.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="269" name="UnderbrushBorneo">
    <dbid>1883</dbid>
    <displaynameid>65998</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_borneo.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="270" name="UnderbrushCeylon">
    <dbid>1884</dbid>
    <displaynameid>65999</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_ceylon.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="271" name="UnderbrushMongolia">
    <dbid>1885</dbid>
    <displaynameid>66000</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_mongolia.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="272" name="UnderbrushHimalayas">
    <dbid>1886</dbid>
    <displaynameid>66001</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_himalayas.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="273" name="ypChakram">
    <dbid>1936</dbid>
    <displaynameid>66401</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>20.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\chakram.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="274" name="ypSMJesuitPeasants">
    <dbid>2033</dbid>
    <displaynameid>68789</displaynameid>
    <editornameid>68790</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_jesuit_peasants.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="275" name="ypNuggetTradingPost">
    <dbid>2090</dbid>
    <displaynameid>69624</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\trading_post_nugget\trading_post_nugget.xml</animfile>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>FlattenGround</flag>
  </unit>
  <unit id="276" name="ypPopBlock">
    <dbid>2091</dbid>
    <displaynameid>69628</displaynameid>
    <editornameid>69629</editornameid>
    <populationcapaddition>5</populationcapaddition>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="277" name="ypSPCSaltpeterAccessory">
    <dbid>2099</dbid>
    <displaynameid>69787</displaynameid>
    <editornameid>69788</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\asian_civs\spc\saltpeter_site\saltpeter_accessories.xml</animfile>
    <animstatemachine>sm_nw_fence</animstatemachine>
    <icon>resources\art\buildings\native_settlement\indian_native_site_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\indian_native_site_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Immoveable</flag>
  </unit>
  <unit id="278" name="ypCrow">
    <dbid>2103</dbid>
    <displaynameid>69852</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\crow.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="279" name="ypFlamingArrowAmmo">
    <dbid>2104</dbid>
    <displaynameid>69942</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\flamingArrow.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="280" name="ypSMShaolinDisciples">
    <dbid>2105</dbid>
    <displaynameid>69943</displaynameid>
    <editornameid>69944</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\shaolin_monastery_disciples.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="281" name="ypSMSaltpeterElephant">
    <dbid>2112</dbid>
    <displaynameid>69996</displaynameid>
    <editornameid>69997</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\asian_civs\spc\saltpeter_site\saltpeter_elephant.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\units\animals\wild_elephant\elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\wild_elephant\elephant_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="282" name="ypSMSaltpeterMan">
    <dbid>2113</dbid>
    <displaynameid>69998</displaynameid>
    <editornameid>69999</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\asian_civs\spc\saltpeter_site\saltpeter_man.xml</animfile>
    <animstatemachine>sm_nw_cookpot</animstatemachine>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="283" name="ypShuriken">
    <dbid>2134</dbid>
    <displaynameid>70297</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>35.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\shuriken.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="284" name="Settler">
    <dbid>1</dbid>
    <displaynameid>22806</displaynameid>
    <editornameid>34132</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>22814</rollovertextid>
    <shortrollovertextid>25708</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="19">TownCenter</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="6">deBlockhouse</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>SpearAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="Church">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="deFurTrade">0.600000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="285" name="Pikeman">
    <dbid>2</dbid>
    <displaynameid>22807</displaynameid>
    <editornameid>25026</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\pikeman\pikeman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\pikeman\pikeman_icon.png</icon>
    <portraiticon>resources\art\units\infantry\pikeman\pikeman_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>22813</rollovertextid>
    <shortrollovertextid>25696</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="286" name="Musketeer">
    <dbid>3</dbid>
    <displaynameid>22805</displaynameid>
    <editornameid>25023</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\musketeer\musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <rollovertextid>22812</rollovertextid>
    <shortrollovertextid>25669</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="287" name="Mill">
    <dbid>4</dbid>
    <displaynameid>22804</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <placementobstructionradiusx>7.5000</placementobstructionradiusx>
    <placementobstructionradiusz>7.5000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\mill\mill.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\mill\mill_icon.png</icon>
    <portraiticon>resources\art\buildings\mill\mill_portrait.png</portraiticon>
    <rollovertextid>22811</rollovertextid>
    <shortrollovertextid>25665</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Food</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <tech row="1" page="1" column="0">SeedDrill</tech>
    <tech row="1" page="1" column="0">ArtificialFertilizer</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>mill.tactics</tactics>
  </unit>
  <unit id="288" name="Explorer">
    <dbid>9</dbid>
    <displaynameid>22824</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\explorers\explorer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\explorers\explorer_portrait.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\explorers\explorer_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>22823</rollovertextid>
    <shortrollovertextid>25633</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>45.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>HeroName2</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>explorer.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>475.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>SharpshooterAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>100.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HeavyHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagebonus type="Guardian">20.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
    </protoaction>
  </unit>
  <unit id="289" name="Caravel">
    <dbid>10</dbid>
    <displaynameid>22826</displaynameid>
    <editornameid>25489</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\caravel_ship\caravel_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\caravel_ship\caravel_ship_icon.png</icon>
    <portraiticon>resources\art\units\naval\caravel_ship\caravel_ship_portrait.png</portraiticon>
    <rollovertextid>22830</rollovertextid>
    <shortrollovertextid>25618</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NavalUnit</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>caravel.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.670000</rate>
      <rate type="AbstractWhale">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>75.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>150.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="290" name="Sheep">
    <dbid>11</dbid>
    <displaynameid>22829</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\sheep\sheep.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\sheep\sheep_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\sheep\sheep_icon_portrait.png</portraiticon>
    <rollovertextid>22828</rollovertextid>
    <shortrollovertextid>25709</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">300.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Herdable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <flag>CivSpecificText</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.080000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="ypVillage">0.500000</rate>
      <rate type="YPLivestockPenAsian">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.140000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.110000</rate>
    </protoaction>
  </unit>
  <unit id="291" name="Bison">
    <dbid>12</dbid>
    <displaynameid>22832</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\bison\bison.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bison\bison_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\bison\bison_icon_portrait.png</portraiticon>
    <rollovertextid>22844</rollovertextid>
    <shortrollovertextid>25612</shortrollovertextid>
    <initialhitpoints>30.0000</initialhitpoints>
    <maxhitpoints>30.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Food</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="292" name="TradingPost">
    <dbid>14</dbid>
    <displaynameid>22837</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\trading_post.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>tradepost.xml</placementfile>
    <icon>resources\art\buildings\trading_post\trading_post_icon.png</icon>
    <portraiticon>resources\art\buildings\trading_post\trading_post_portrait.png</portraiticon>
    <rollovertextid>22836</rollovertextid>
    <shortrollovertextid>25735</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>72.0000</buildpoints>
    <bounty>80.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>0</maxcontained>
    <allowedage>0</allowedage>
    <socketunittype>TradePostSocket</socketunittype>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>VictoryPointBuilding</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractTypeVictoryPointBuilding</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractTradingPost</unittype>
    <train row="0" page="0" column="1">CoureurCree</train>
    <train row="0" page="0" column="0">NatHuronMantlet</train>
    <train row="0" page="0" column="0">NatLightningWarrior</train>
    <train row="0" page="0" column="0">NatCheyenneRider</train>
    <train row="0" page="0" column="0">NatKlamathRifleman</train>
    <train row="0" page="0" column="0">NatMapucheClubman</train>
    <train row="0" page="0" column="1">deNatBolasRider</train>
    <train row="0" page="0" column="0">NatNavajoRifleman</train>
    <train row="0" page="0" column="0">NatApacheCavalry</train>
    <train row="0" page="0" column="1">NatAxeRiderDogSoldier</train>
    <train row="0" page="0" column="0">NatSharktoothBowman</train>
    <train row="0" page="0" column="0">NatAxeRider</train>
    <train row="0" page="0" column="1">NatMantlet</train>
    <train row="0" page="0" column="0">NatHuaminca</train>
    <train row="0" page="0" column="1">NatBolasWarrior</train>
    <train row="0" page="0" column="0">NatJaguarWarrior</train>
    <train row="0" page="0" column="0">NatClubman</train>
    <train row="0" page="0" column="1">NatClubmanLoyal</train>
    <train row="0" page="0" column="0">NatTracker</train>
    <train row="0" page="0" column="0">NatTomahawk</train>
    <train row="0" page="0" column="0">NatRifleman</train>
    <train row="0" page="0" column="0">NatBlowgunWarrior</train>
    <train row="0" page="0" column="0">NatHorseArcher</train>
    <train row="0" page="0" column="0">NatHolcanSpearman</train>
    <train row="0" page="0" column="0">NatBlackwoodArcher</train>
    <train row="0" page="0" column="1">NatEagleWarrior</train>
    <train row="0" page="0" column="2">NatMedicineMan</train>
    <train row="0" page="0" column="0">ypNatWarElephant</train>
    <train row="0" page="0" column="0">ypNatTigerClaw</train>
    <train row="0" page="0" column="0">ypNatRattanShield</train>
    <train row="0" page="0" column="0">ypNatConquistador</train>
    <train row="0" page="0" column="0">ypNatChakram</train>
    <train row="0" page="0" column="0">ypNatSohei</train>
    <train row="0" page="0" column="3" trshow="1">deChasqui</train>
    <tech row="0" page="2" column="1">NatBowyery</tech>
    <tech row="0" page="2" column="1">NatMorningWars</tech>
    <tech row="0" page="2" column="1">NatTanning</tech>
    <tech row="0" page="1" column="1">ChampionLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNavajo</tech>
    <tech row="0" page="1" column="1">WarriorSocietyZapotec</tech>
    <tech row="0" page="1" column="1">ChampionMapuche</tech>
    <tech row="0" page="1" column="1">ChampionZapotec</tech>
    <tech row="0" page="2" column="1">NatXPKlamathStrategy</tech>
    <tech row="0" page="2" column="1">NatXPNavajoWeaving</tech>
    <tech row="0" page="1" column="1">ChampionApache</tech>
    <tech row="0" page="1" column="1">ChampionHuron</tech>
    <tech row="0" page="2" column="1">NatAnimalLore</tech>
    <tech row="0" page="2" column="1">NatMetalworking</tech>
    <tech row="0" page="2" column="1">NatPotlatch</tech>
    <tech row="0" page="2" column="1">NatCalendar</tech>
    <tech row="0" page="1" column="1">ChampionComanche</tech>
    <tech row="0" page="1" column="1">ChampionIroquois</tech>
    <tech row="0" page="1" column="1">ChampionSeminoles</tech>
    <tech row="0" page="1" column="0">TradeRouteUpgrade1</tech>
    <tech row="0" page="2" column="1">NatChocolateRecipes</tech>
    <tech row="0" page="1" column="1">NatCeremonialFeast</tech>
    <tech row="0" page="2" column="1">NatTradeLanguage</tech>
    <tech row="0" page="1" column="1">WarriorSocietyComanche</tech>
    <tech row="0" page="1" column="1">WarriorSocietyInca</tech>
    <tech row="0" page="1" column="1">WarriorSocietySeminoles</tech>
    <tech row="0" page="2" column="1">NatHorseTrading</tech>
    <tech row="0" page="2" column="1">NatXPApacheCactus</tech>
    <tech row="0" page="2" column="1">NatXPHuronSunCeremony</tech>
    <tech row="0" page="2" column="1">NatXPHuronTradeMonopoly</tech>
    <tech row="0" page="2" column="1">NatXPKlamathHuckleberryFeast</tech>
    <tech row="0" page="2" column="1">NatXPMapucheAdMapu</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTactics</tech>
    <tech row="0" page="2" column="1">NatXPNavajoCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCloudPeople</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCultOfTheDead</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiVegetarianism</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiYoga</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedUdasi</tech>
    <tech row="0" page="2" column="1">NatXPApacheEndurance</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTreatyOfQuillin</tech>
    <tech row="0" page="2" column="1">NatXPNavajoShepherds</tech>
    <tech row="0" page="1" column="1">ChampionCheyenne</tech>
    <tech row="0" page="1" column="1">ChampionKlamath</tech>
    <tech row="0" page="1" column="1">ChampionNavajo</tech>
    <tech row="0" page="2" column="1">NatIroquoisLeague</tech>
    <tech row="0" page="2" column="1">NatGarifunaDrums</tech>
    <tech row="0" page="2" column="1">NatChasquisMessengers</tech>
    <tech row="0" page="2" column="1">NatBarkClothing</tech>
    <tech row="0" page="2" column="1">NatHorseBreeding</tech>
    <tech row="0" page="2" column="1">NatBasketweaving</tech>
    <tech row="0" page="2" column="1">NatKinship</tech>
    <tech row="0" page="2" column="1">NatLacrosse</tech>
    <tech row="0" page="2" column="1">NatGuerillaWars</tech>
    <tech row="0" page="2" column="1">NatMustangs</tech>
    <tech row="0" page="2" column="1">NatChinampa</tech>
    <tech row="0" page="2" column="1">NatCottonArmor</tech>
    <tech row="0" page="2" column="1">NatWarDance</tech>
    <tech row="0" page="2" column="1">NatTextileCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatRoadbuilding</tech>
    <tech row="0" page="2" column="1">NatHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatPoisonArrowFrogs</tech>
    <tech row="0" page="1" column="1">ChampionAztecs</tech>
    <tech row="0" page="1" column="1">ChampionCaribs</tech>
    <tech row="0" page="1" column="1">ChampionInca</tech>
    <tech row="0" page="1" column="1">ChampionMaya</tech>
    <tech row="0" page="1" column="1">ChampionCherokee</tech>
    <tech row="0" page="1" column="1">ChampionCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCheyenne</tech>
    <tech row="0" page="2" column="1">NatKasiriBeer</tech>
    <tech row="0" page="1" column="1">ChampionTupi</tech>
    <tech row="0" page="2" column="1">NatAztecInitiation</tech>
    <tech row="0" page="2" column="1">NatXPApacheRaiding</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneFury</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHorseTrading</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatXPHuronFishWedding</tech>
    <tech row="0" page="1" column="1">WarriorSocietyApache</tech>
    <tech row="0" page="1" column="1">WarriorSocietyKlamath</tech>
    <tech row="0" page="1" column="0">TradeRouteUpgrade2</tech>
    <tech row="0" page="2" column="1">NatForestBurning</tech>
    <tech row="0" page="2" column="1">NatXPKlamathWorkEthos</tech>
    <tech row="0" page="2" column="1">NatXPZapotecFoodOfTheGods</tech>
    <tech row="0" page="1" column="1">WarriorSocietyHuron</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMapuche</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgradeIndia1</tech>
    <tech row="0" page="2" column="1">NatGarlandWars</tech>
    <tech row="0" page="2" column="1">NatSequoyahSyllabary</tech>
    <tech row="0" page="1" column="1">WarriorSocietyLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMaya</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNootka</tech>
    <tech row="0" page="1" column="1">WarriorSocietyTupi</tech>
    <tech row="0" page="2" column="1">NatDogSoldier</tech>
    <tech row="0" page="1" column="1">WarriorSocietyAztecs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCaribs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCherokee</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyIroquois</tech>
    <tech row="0" page="2" column="1">NatLoyalClubman</tech>
    <tech row="0" page="2" column="1">NatBlowgunnerAmbush</tech>
    <tech row="0" page="2" column="1">YPNatZenMeritocracy</tech>
    <tech row="0" page="2" column="1">YPNatZenMeditation</tech>
    <tech row="0" page="2" column="1">YPNatUdasiGurus</tech>
    <tech row="0" page="2" column="1">YPNatSufiSharia</tech>
    <tech row="0" page="2" column="1">YPNatShaolinDimMak</tech>
    <tech row="0" page="2" column="1">YPNatShaolinClenchedFist</tech>
    <tech row="0" page="2" column="2">YPNatJesuitSmokelessPowder</tech>
    <tech row="0" page="2" column="1">YPNatJesuitFlyingButtress</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedBhakti</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedSufi</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedZen</tech>
    <tech row="0" page="1" column="1">ypNatHonoredBhakti</tech>
    <tech row="0" page="1" column="1">ypNatHonoredUdasi</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgrade1</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgrade2</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiReinforcedGuantlets</tech>
    <tech row="0" page="1" column="1">ChampionNootka</tech>
    <tech row="0" page="2" column="1">YPNatZenMasterLessons</tech>
    <tech row="0" page="2" column="1">YPNatSufiPilgramage</tech>
    <tech row="0" page="2" column="1">YPNatSufiFasting</tech>
    <tech row="0" page="2" column="1">YPNatShaolinWoodClearing</tech>
    <tech row="0" page="2" column="3">YPNatJesuitSchools</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedJesuit</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredSufi</tech>
    <tech row="0" page="2" column="1">YPNatUdasiNewYear</tech>
    <tech row="0" page="2" column="1">YPNatUdasiArmyOfThePure</tech>
    <tech row="0" page="1" column="1">ypNatHonoredJesuit</tech>
    <tech row="0" page="1" column="1">ypNatHonoredZen</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgradeIndia2</tech>
    <tech row="0" page="1" column="0">DETradeRouteUpgradeAll1</tech>
    <tech row="0" page="1" column="0">DETradeRouteUpgradeAll2</tech>
    <tech row="0" page="1" column="0">deTradeRouteUpgradeAmerica1</tech>
    <tech row="0" page="1" column="0">deTradeRouteUpgradeAmerica2</tech>
    <tech row="0" page="1" column="0">DETradeRouteUpgradeMaghreb1</tech>
    <tech row="0" page="1" column="0">DETradeRouteUpgradeMaghreb2</tech>
    <tech row="0" page="1" column="2" natshow="1">deMightyTambos</tech>
    <flag>AllowAutoGarrison</flag>
    <flag>HasGatherPoint</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>SnapPlacement</flag>
    <flag>CreateUniqueInstance</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>AbstractFindScout</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="1" column="0">FourOfAKind</command>
    <tactics>tradingpost.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>8.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedGarrisonAttack</name>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="MercType2">0.50000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damage>5.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <type>AutoGather</type>
      <rate type="XP">0.700000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherGold</name>
      <type>AutoGather</type>
      <rate type="Gold">0.500000</rate>
    </protoaction>
  </unit>
  <unit id="293" name="House">
    <dbid>15</dbid>
    <displaynameid>22839</displaynameid>
    <editornameid>26760</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\house_west.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house\house_portrait.png</portraiticon>
    <rollovertextid>22838</rollovertextid>
    <shortrollovertextid>25701</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="294" name="TownCenter">
    <dbid>16</dbid>
    <displaynameid>22841</displaynameid>
    <editornameid>28145</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\town_center\town_center.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\town_center\towncenter_icon.png</icon>
    <minimapicon>ui\minimap\towncenter</minimapicon>
    <portraiticon>resources\art\buildings\town_center\towncenter_portrait.png</portraiticon>
    <rollovertextid>22840</rollovertextid>
    <shortrollovertextid>25734</shortrollovertextid>
    <initialhitpoints>6500.0000</initialhitpoints>
    <maxhitpoints>6500.0000</maxhitpoints>
    <los>38.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>200.0000</bounty>
    <cost resourcetype="Wood">500.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">100.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">100.0000</carrycapacity>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeTCBuildLimit</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractTownCenter</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractGatherAfterBuild</unittype>
    <train row="0" page="0" column="0">ypSettlerJapanese</train>
    <train row="0" page="0" column="0">ypSettlerIndian</train>
    <train row="0" page="0" column="0">ypSettlerAsian</train>
    <train row="0" page="0" column="0">Settler</train>
    <train row="0" page="0" column="0">Coureur</train>
    <train row="0" page="0" column="3">HotAirBalloon</train>
    <train row="0" page="0" column="2">Envoy</train>
    <train row="0" page="0" column="2">deChasqui</train>
    <train row="0" page="0" column="1">xpColonialMilitia</train>
    <train row="0" page="0" column="0">SettlerNative</train>
    <train row="0" page="0" column="5">PetCougar</train>
    <train row="0" page="0" column="5">ypSPCBrahminHealer</train>
    <train row="0" page="0" column="5">ypMonkChinese</train>
    <train row="0" page="0" column="6">ypMonkChinese2</train>
    <train row="0" page="0" column="6">ypMonkIndian2</train>
    <train row="0" page="0" column="5">ypMonkIndian</train>
    <train row="0" page="0" column="5">ypMonkJapanese</train>
    <train row="0" page="0" column="6">ypMonkJapanese2</train>
    <tech row="0" page="1" column="0">TribalIroquoisWarrior5</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWisewoman4</tech>
    <tech row="0" page="1" column="0">TribalIroquoisYouth2</tech>
    <tech row="0" page="1" column="0">TribalIroquoisYouth3</tech>
    <tech row="0" page="1" column="1">DERevolutionHaiti</tech>
    <tech row="0" page="1" column="1">DERevolutionEgypt</tech>
    <tech row="0" page="1" column="1">DERevolutionFinland</tech>
    <tech row="0" page="1" column="1">DERevolutionRomania</tech>
    <tech row="0" page="1" column="2">ImpImmigrantsNative</tech>
    <tech row="0" page="1" column="0">TribalAztecWarrior2</tech>
    <tech row="0" page="1" column="0">TribalAztecYouth5</tech>
    <tech row="0" page="1" column="0">PoliticianAdmiralOttoman</tech>
    <tech row="0" page="1" column="0">PoliticianViceroyGerman</tech>
    <tech row="0" page="1" column="0">PoliticianViceroyPortuguese</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierDutch</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerDutch</tech>
    <tech row="0" page="1" column="0">PoliticianGeneralOttoman</tech>
    <tech row="0" page="1" column="0">PoliticianViceroyDutch</tech>
    <tech row="0" page="2" column="0">BigIroquoisWarParty</tech>
    <tech row="0" page="1" column="2">ImpLegendaryNativesNatives</tech>
    <tech row="0" page="1" column="0">PoliticianGeneralBritish</tech>
    <tech row="0" page="1" column="0">PoliticianMarksmanOttoman</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWisewoman3</tech>
    <tech row="0" page="1" column="0">PoliticianAdventurerBritish</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerBritish</tech>
    <tech row="0" page="1" column="0">TribalIroquoisChief4</tech>
    <tech row="0" page="1" column="0">TribalIroquoisShaman2</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWisewoman2</tech>
    <tech row="0" page="1" column="0">TribalIroquoisChief5</tech>
    <tech row="0" page="1" column="0">TribalIroquoisShaman5</tech>
    <tech row="0" page="2" column="0">BigIroquoisRaidingParty</tech>
    <tech row="0" page="1" column="0">TribalSiouxYouth5</tech>
    <tech row="0" page="1" column="0">TribalSiouxShaman4</tech>
    <tech row="0" page="1" column="0">TribalSiouxShaman3</tech>
    <tech row="0" page="1" column="0">TribalAztecChief4</tech>
    <tech row="0" page="1" column="0">TribalAztecShaman3</tech>
    <tech row="0" page="2" column="0">BigAztecScoutingParty</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierFrench</tech>
    <tech row="0" page="1" column="0">PoliticianGeneralSkirmisher</tech>
    <tech row="0" page="1" column="0">PoliticianBishopGerman</tech>
    <tech row="0" page="1" column="0">PoliticianWarMinisterAct3</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerFrench</tech>
    <tech row="0" page="1" column="0">PoliticianSergeantGerman</tech>
    <tech row="0" page="1" column="1">DERevolutionChile</tech>
    <tech row="0" page="1" column="1">DERevolutionSouthAfrica</tech>
    <tech row="0" page="1" column="2">SpiesNative</tech>
    <tech row="0" page="1" column="0">PoliticianSergeantDutch</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWisewoman5</tech>
    <tech row="0" page="1" column="0">TribalIroquoisYouth4</tech>
    <tech row="0" page="1" column="0">PoliticianAdventurerRussian</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerRussian</tech>
    <tech row="0" page="1" column="0">PoliticianPhilosopherPrince</tech>
    <tech row="0" page="1" column="0">PoliticianEngineerPortuguese</tech>
    <tech row="0" page="1" column="0">TribalSiouxYouth2</tech>
    <tech row="0" page="1" column="0">TribalSiouxWarrior5</tech>
    <tech row="0" page="1" column="0">TribalSiouxChief3</tech>
    <tech row="0" page="1" column="0">TribalAztecWarrior4</tech>
    <tech row="0" page="1" column="0">PoliticianTycoonAct3</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierGerman</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierRussian</tech>
    <tech row="0" page="1" column="0">PoliticianScout</tech>
    <tech row="0" page="1" column="0">PoliticianMarksmanPortuguese</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierOttoman</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerPortuguese</tech>
    <tech row="0" page="1" column="0">TribalIroquoisChief2</tech>
    <tech row="0" page="1" column="0">TribalIroquoisShaman4</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWarrior4</tech>
    <tech row="0" page="1" column="1">DERevolutionPeru</tech>
    <tech row="0" page="1" column="1">DERevolutionBrazil</tech>
    <tech row="0" page="1" column="1">DERevolutionArgentina</tech>
    <tech row="0" page="1" column="1">DERevolutionUSA</tech>
    <tech row="0" page="1" column="1">DERevolutionCanadaFrench</tech>
    <tech row="0" page="1" column="1">DERevolutionCanadaBritish</tech>
    <tech row="0" page="1" column="1">DERevolutionIndonesia</tech>
    <tech row="0" page="1" column="1">DERevolutionBarbaryStates</tech>
    <tech row="0" page="1" column="1">DERevolutionHungaryRussian</tech>
    <tech row="0" page="1" column="1">DERevolutionHungaryOttoman</tech>
    <tech row="0" page="1" column="1">DERevolutionHungaryGerman</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWarrior2</tech>
    <tech row="0" page="1" column="0">TribalIroquoisWarrior3</tech>
    <tech row="0" page="1" column="0">TribalIroquoisChief3</tech>
    <tech row="0" page="1" column="0">TribalIroquoisShaman3</tech>
    <tech row="0" page="1" column="0">TribalIroquoisYouth5</tech>
    <tech row="0" page="1" column="0">PoliticianScoutRussian</tech>
    <tech row="0" page="1" column="0">PoliticianViceroyBritish</tech>
    <tech row="0" page="1" column="0">PoliticianWarMinisterRussian</tech>
    <tech row="0" page="1" column="0">PoliticianAdmiral</tech>
    <tech row="0" page="1" column="0">PoliticianBishop</tech>
    <tech row="0" page="1" column="0">PoliticianBishopFortress</tech>
    <tech row="0" page="1" column="0">PoliticianGeneral</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianQuartermaster</tech>
    <tech row="0" page="1" column="0">PoliticianEngineer</tech>
    <tech row="0" page="1" column="0">PoliticianSergeantSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianPirate</tech>
    <tech row="0" page="1" column="0">PoliticianPresidente</tech>
    <tech row="0" page="1" column="0">PoliticianNaturalist</tech>
    <tech row="0" page="1" column="0">PoliticianNaturalistGerman</tech>
    <tech row="0" page="1" column="0">PoliticianTycoon</tech>
    <tech row="0" page="1" column="0">PoliticianWarMinisterSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianExiledPrince</tech>
    <tech row="0" page="1" column="2">HCBlockadeNative</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianGrandVizier</tech>
    <tech row="0" page="1" column="0">TribalSiouxYouth3</tech>
    <tech row="0" page="1" column="0">TribalSiouxWisewoman3</tech>
    <tech row="0" page="1" column="0">TribalSiouxWisewoman2</tech>
    <tech row="0" page="1" column="0">TribalAztecWisewoman4</tech>
    <tech row="0" page="1" column="0">TribalAztecYouth2</tech>
    <tech row="0" page="2" column="0">BigAztecWarParty</tech>
    <tech row="0" page="1" column="0">TribalSiouxChief5</tech>
    <tech row="0" page="1" column="0">TribalSiouxChief2</tech>
    <tech row="0" page="1" column="0">TribalSiouxChief4</tech>
    <tech row="0" page="1" column="0">TribalAztecChief2</tech>
    <tech row="0" page="1" column="0">TribalAztecShaman4</tech>
    <tech row="0" page="1" column="0">TribalAztecWarrior5</tech>
    <tech row="0" page="1" column="0">TribalAztecWisewoman2</tech>
    <tech row="0" page="1" column="0">TribalAztecWisewoman3</tech>
    <tech row="0" page="1" column="0">TribalSiouxWisewoman4</tech>
    <tech row="0" page="1" column="0">TribalSiouxWisewoman5</tech>
    <tech row="0" page="1" column="0">TribalSiouxWarrior4</tech>
    <tech row="0" page="1" column="0">TribalAztecChief3</tech>
    <tech row="0" page="1" column="0">TribalAztecChief5</tech>
    <tech row="0" page="1" column="0">TribalAztecShaman2</tech>
    <tech row="0" page="1" column="0">TribalAztecShaman5</tech>
    <tech row="0" page="1" column="0">TribalAztecYouth3</tech>
    <tech row="0" page="2" column="0">BigAztecRaidingParty</tech>
    <tech row="0" page="2" column="0">BigSiouxDogSoldiers</tech>
    <tech row="0" page="1" column="1">DERevolutionMexico</tech>
    <tech row="0" page="1" column="1">DERevolutionColombia</tech>
    <tech row="0" page="1" column="1">DERevolutionColombiaPortuguese</tech>
    <tech row="0" page="2" column="0">BigIroquoisScoutingParty</tech>
    <tech row="0" page="1" column="2">ypImpLegendaryNatives</tech>
    <tech row="0" page="1" column="2">ypImpLegendaryNatives2</tech>
    <tech row="0" page="1" column="0">ypFakeColonialAge</tech>
    <tech row="0" page="1" column="0">ypFakeFortressAge</tech>
    <tech row="0" page="1" column="0">ypFakeImperialAge</tech>
    <tech row="0" page="1" column="0">ypFakeIndustrialAge</tech>
    <tech row="0" page="1" column="0">PoliticianAdventurerSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianGovernor</tech>
    <tech row="0" page="1" column="0">PoliticianMohawk</tech>
    <tech row="0" page="1" column="0">PoliticianMarksman</tech>
    <tech row="0" page="1" column="0">TribalSiouxYouth4</tech>
    <tech row="0" page="1" column="0">TribalSiouxWarrior3</tech>
    <tech row="0" page="1" column="0">TribalSiouxWarrior2</tech>
    <tech row="0" page="1" column="0">TribalSiouxShaman5</tech>
    <tech row="0" page="1" column="0">TribalSiouxShaman2</tech>
    <tech row="0" page="1" column="0">TribalAztecWarrior3</tech>
    <tech row="0" page="1" column="0">TribalAztecWisewoman5</tech>
    <tech row="0" page="1" column="0">TribalAztecYouth4</tech>
    <tech row="0" page="1" column="0">TribalIncaChief2</tech>
    <tech row="0" page="1" column="0">TribalIncaChief3</tech>
    <tech row="0" page="1" column="0">TribalIncaChief4</tech>
    <tech row="0" page="1" column="0">TribalIncaChief5</tech>
    <tech row="0" page="1" column="0">TribalIncaShaman2</tech>
    <tech row="0" page="1" column="0">TribalIncaShaman3</tech>
    <tech row="0" page="1" column="0">TribalIncaShaman4</tech>
    <tech row="0" page="1" column="0">TribalIncaShaman5</tech>
    <tech row="0" page="1" column="0">TribalIncaWarrior2</tech>
    <tech row="0" page="1" column="0">TribalIncaWarrior3</tech>
    <tech row="0" page="1" column="0">TribalIncaWarrior4</tech>
    <tech row="0" page="1" column="0">TribalIncaWarrior5</tech>
    <tech row="0" page="1" column="0">TribalIncaWisewoman2</tech>
    <tech row="0" page="1" column="0">TribalIncaWisewoman3</tech>
    <tech row="0" page="1" column="0">TribalIncaWisewoman4</tech>
    <tech row="0" page="1" column="0">TribalIncaWisewoman5</tech>
    <tech row="0" page="1" column="0">TribalIncaYouth2</tech>
    <tech row="0" page="1" column="0">TribalIncaYouth3</tech>
    <tech row="0" page="1" column="0">TribalIncaYouth4</tech>
    <tech row="0" page="1" column="0">TribalIncaYouth5</tech>
    <tech row="0" page="2" column="0">deBigIncaScoutingParty</tech>
    <tech row="0" page="2" column="0">deBigIncaRaidingParty</tech>
    <tech row="0" page="2" column="0">deBigIncaWarParty</tech>
    <tech row="0" page="1" column="0">DEPoliticianMarksmanSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianSergeantSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianCavalierSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianMusketeerSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianGeneralSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianPapalGuard</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortressBritish</tech>
    <tech row="0" page="1" column="0">DEPoliticianPapalGuardSpanish</tech>
    <tech row="0" page="1" column="0">DEPoliticianPapalGuardPortuguese</tech>
    <tech row="0" page="1" column="0">DEPoliticianPapalGuardSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractor</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortress</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortressDutch</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortressOttoman</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortressPortuguese</tech>
    <tech row="0" page="1" column="0">DEPoliticianMercContractorFortressSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianKnightColonial</tech>
    <tech row="0" page="1" column="0">DEPoliticianKnight</tech>
    <tech row="0" page="1" column="0">DEPoliticianKnightAlt</tech>
    <tech row="0" page="1" column="0">DEPoliticianInventor</tech>
    <tech row="0" page="1" column="0">DEPoliticianInventorColonial</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianFrench</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianSwedish</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianColonialBritish</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianColonialDutch</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianGerman</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianPortuguese</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianColonialRussian</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianOttoman</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianSpanish</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogisticianRussian</tech>
    <tech row="0" page="1" column="0">DEPoliticianLogistician</tech>
    <flag>ShowGarrisonButton</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>StartingColonyBuilding</flag>
    <flag>ColonyPlacementCenter</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <contain>deChasqui</contain>
    <command page="0" column="3">Levy</command>
    <command page="10" column="6">TownBell</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="6">ReturnToWork</command>
    <command page="0" column="4">Conscription</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="0" column="5">RansomExplorer</command>
    <command page="1" column="10">SetUnitAsHomeCityGatherPoint</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="1">ypAssemble</command>
    <command page="0" column="2">ypMuster</command>
    <command page="0" column="3">ypAmass</command>
    <command page="0" column="4">ypMarshal</command>
    <command page="0" column="3">ypAmassIndians</command>
    <command page="0" column="1">ypAssembleIndians</command>
    <command page="0" column="4">ypMarshalIndians</command>
    <command page="0" column="2">ypMusterIndians</command>
    <tactics>towncenter.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>75.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <active>1</active>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>32.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="295" name="FishSalmon">
    <dbid>17</dbid>
    <displaynameid>22843</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\salmon.xml</animfile>
    <icon>resources\art\units\animals\fish\salmon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\salmon_portrait.png</portraiticon>
    <rollovertextid>22842</rollovertextid>
    <shortrollovertextid>25637</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Invulnerable</flag>
    <flag>NonSolid</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="296" name="Barracks">
    <dbid>18</dbid>
    <displaynameid>22847</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\barracks\barracks.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\barracks\barracks_icon.png</icon>
    <portraiticon>resources\art\buildings\barracks\barracks_portraits.png</portraiticon>
    <rollovertextid>22846</rollovertextid>
    <shortrollovertextid>25610</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">0.0000</cost>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Musketeer</train>
    <train row="0" page="0" column="4">Janissary</train>
    <train row="0" page="0" column="5">Cacadore</train>
    <train row="0" page="0" column="5">Skirmisher</train>
    <train row="0" page="0" column="0">deBarbaryArcher</train>
    <train row="0" page="0" column="1">deBarbarySpearman</train>
    <train row="0" page="0" column="2">deBarbarySkirmisher</train>
    <train row="0" page="0" column="0">deSPCUSRegular</train>
    <train row="0" page="0" column="1">deSPCUSVolunteer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="2">Boneguard</train>
    <train row="0" page="0" column="2">BoneguardAge2</train>
    <train row="0" page="0" column="4">deCarolean</train>
    <tech row="0" page="1" column="2">ImperialNassauers</tech>
    <tech row="0" page="1" column="4">ImperialRedcoat</tech>
    <tech row="0" page="1" column="4">GuardMusketeers</tech>
    <tech row="0" page="1" column="0">GuardLongbowmen</tech>
    <tech row="0" page="1" column="2">VeteranDopplesoldners</tech>
    <tech row="0" page="1" column="4">VeteranJanissaries</tech>
    <tech row="0" page="1" column="2">VeteranRodeleros</tech>
    <tech row="0" page="1" column="1">VeteranPikemen</tech>
    <tech row="0" page="1" column="1">GuardPikemen</tech>
    <tech row="0" page="1" column="1">ImperialPikemen</tech>
    <tech row="0" page="1" column="2">GuardHalberdiers</tech>
    <tech row="0" page="1" column="2">ImperialEspada</tech>
    <tech row="0" page="1" column="4">VeteranMusketeers</tech>
    <tech row="0" page="1" column="5">ImperialNeedleGun</tech>
    <tech row="0" page="1" column="5">GuardSkirmishers</tech>
    <tech row="0" page="1" column="0">VeteranCrossbowmen</tech>
    <tech row="0" page="1" column="0">GuardCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialOrdinanceBesteiro</tech>
    <tech row="0" page="1" column="2">RGNassausLinearTactics</tech>
    <tech row="0" page="1" column="5">GuardCacadores</tech>
    <tech row="0" page="1" column="5">RGVoltigeur</tech>
    <tech row="0" page="1" column="2">GuardRodeleros</tech>
    <tech row="0" page="1" column="1">RGTercio</tech>
    <tech row="0" page="1" column="1">RGDalkarl</tech>
    <tech row="0" page="1" column="4">RGRedcoats</tech>
    <tech row="0" page="1" column="2">ImperialDopplesoldner</tech>
    <tech row="0" page="1" column="2">ImperialHalberdiers</tech>
    <tech row="0" page="1" column="4">ImperialJanissaries</tech>
    <tech row="0" page="1" column="0">ImperialLongbowmen</tech>
    <tech row="0" page="1" column="5">ImperialSkirmishers</tech>
    <tech row="0" page="1" column="5">ImperialVoltigeur</tech>
    <tech row="0" page="1" column="5">RGPrussianNeedleGun</tech>
    <tech row="0" page="1" column="4">GuardJanissaries</tech>
    <tech row="0" page="1" column="0">VeteranLongbowmen</tech>
    <tech row="0" page="1" column="2">RGEspadachins</tech>
    <tech row="0" page="1" column="1">ImperialTercio</tech>
    <tech row="0" page="1" column="1">ImperialDalkarl</tech>
    <tech row="0" page="1" column="4">RGGuerreiros</tech>
    <tech row="0" page="1" column="5">ImperialCacadores</tech>
    <tech row="0" page="1" column="4">ImperialMusketeers</tech>
    <tech row="0" page="1" column="2">GuardDopplesoldners</tech>
    <tech row="0" page="1" column="4">ImperialGuerreiros</tech>
    <tech row="0" page="1" column="4">VeteranCaroleans</tech>
    <tech row="0" page="1" column="4">GuardCaroleans</tech>
    <tech row="0" page="1" column="4">ImperialCaroleans</tech>
    <tech row="0" page="1" column="0">DEVeteranBarbaryArchers</tech>
    <tech row="0" page="1" column="1">DEVeteranBarbarySpearmen</tech>
    <tech row="0" page="1" column="2">DEGuardBarbarySkirmishers</tech>
    <tech row="0" page="1" column="4">DEVeteranBarbaryCorsairs</tech>
    <tech row="0" page="1" column="4">DEGuardBarbaryCorsairs</tech>
    <tech row="0" page="1" column="0">DEImperialRegulars</tech>
    <tech row="0" page="1" column="1">DEImperialVolunteers</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="297" name="Dock">
    <dbid>23</dbid>
    <displaynameid>22914</displaynameid>
    <editornameid>27947</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>buildings\dock\dock.xml</animfile>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>dock</physicsinfo>
    <placementfile>dock.xml</placementfile>
    <icon>resources\art\buildings\dock\dock_icon.png</icon>
    <portraiticon>resources\art\buildings\dock\dock_portrait.png</portraiticon>
    <rollovertextid>42013</rollovertextid>
    <shortrollovertextid>25627</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>34.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>80.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractDock</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="0">FishingBoat</train>
    <train row="0" page="0" column="1">Caravel</train>
    <train row="0" page="0" column="1">Galley</train>
    <train row="0" page="0" column="2">Galleon</train>
    <train row="0" page="0" column="3">Frigate</train>
    <train row="0" page="0" column="4">Monitor</train>
    <train row="0" page="0" column="5">SPCFireship</train>
    <train row="0" page="0" column="2">Fluyt</train>
    <train row="0" page="0" column="6">Canoe</train>
    <train row="0" page="0" column="7">xpWarCanoe</train>
    <train row="0" page="0" column="8">xpTlalocCanoe</train>
    <train row="0" page="0" column="6">ypWokouJunk</train>
    <train row="0" page="0" column="6">ypMarathanCatamaran</train>
    <train row="0" page="0" column="1">deChinchaRaft</train>
    <tech row="0" page="1" column="3">ImperialManOWar</tech>
    <tech row="0" page="1" column="0">GillNets</tech>
    <tech row="0" page="1" column="0">LongLines</tech>
    <tech row="0" page="1" column="4">ImperialMonitors</tech>
    <tech row="0" page="2" column="0">BigDockFlamingArrows</tech>
    <tech row="0" page="2" column="0">BigDockRawhideCovers</tech>
    <tech row="0" page="2" column="0">BigDockCipactli</tech>
    <tech row="0" page="2" column="0">deBigDockTotora</tech>
    <tech row="0" page="1" column="1">ArmorPlating</tech>
    <tech row="0" page="1" column="2">Carronade</tech>
    <tech row="0" page="1" column="2">PercussionLocks</tech>
    <tech row="0" page="1" column="6">ShipHowitzers</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>DontFlattenGround</flag>
    <flag>TieToWaterSurface</flag>
    <flag>SnapPlacement</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <contain>ypFishingBoatAsian</contain>
    <contain>xpTlalocCanoe</contain>
    <contain>Canoe</contain>
    <contain>FishingBoat</contain>
    <contain>xpWarCanoe</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>dock.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>32.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="Ship">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="298" name="Stable">
    <dbid>25</dbid>
    <displaynameid>22919</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\stables\stables.xml</animfile>
    <deadreplacement>BuildingRubble5x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>stable</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\stables\stables_icon.png</icon>
    <portraiticon>resources\art\buildings\stables\stables_portrait.png</portraiticon>
    <rollovertextid>22918</rollovertextid>
    <shortrollovertextid>25727</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractStables</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <train row="0" page="0" column="0">Uhlan</train>
    <train row="0" page="0" column="1">Oprichnik</train>
    <train row="0" page="0" column="2">CavalryArcher</train>
    <train row="0" page="0" column="0">Hussar</train>
    <train row="0" page="0" column="1">WarWagon</train>
    <train row="0" page="0" column="1">Ruyter</train>
    <train row="0" page="0" column="1">deFinnishRider</train>
    <train row="0" page="0" column="2">Dragoon</train>
    <train row="0" page="0" column="1">Lancer</train>
    <train row="0" page="0" column="1">Cuirassier</train>
    <train row="0" page="0" column="0">Cossack</train>
    <train row="0" page="0" column="0">deBarbaryCavalry</train>
    <train row="0" page="0" column="1">deBedouinHorseArcher</train>
    <train row="0" page="0" column="0">ypSteppeRider</train>
    <train row="0" page="0" column="1">ypKeshik</train>
    <train row="0" page="0" column="2">CavalryArcher</train>
    <train row="0" page="0" column="3">ypMeteorHammer</train>
    <train row="0" page="0" column="4">ypIronFlail</train>
    <tech row="0" page="1" column="1">ImperialOprichniks</tech>
    <tech row="0" page="1" column="1">ImperialCarabineer</tech>
    <tech row="0" page="1" column="0">ImperialCossack</tech>
    <tech row="0" page="1" column="2">ImperialCavalryArchers</tech>
    <tech row="0" page="1" column="2">ImperialDragoons</tech>
    <tech row="0" page="1" column="0">ImperialHussars</tech>
    <tech row="0" page="1" column="2">ImperialJinetes</tech>
    <tech row="0" page="1" column="0">ImperialCzapkaUhlans</tech>
    <tech row="0" page="1" column="0">RGCzapkaUhlans</tech>
    <tech row="0" page="1" column="2">RGTartarLoyalists</tech>
    <tech row="0" page="1" column="1">RGGarrochista</tech>
    <tech row="0" page="1" column="1">GuardRuyters</tech>
    <tech row="0" page="1" column="0">RGGardener</tech>
    <tech row="0" page="1" column="0">GuardCossacks</tech>
    <tech row="0" page="1" column="0">VeteranCossacks</tech>
    <tech row="0" page="1" column="1">GuardWarWagons</tech>
    <tech row="0" page="1" column="2">GuardCavalryArchers</tech>
    <tech row="0" page="1" column="1">RGGendarmes</tech>
    <tech row="0" page="1" column="1">RGCarabineer</tech>
    <tech row="0" page="1" column="0">VeteranUhlans</tech>
    <tech row="0" page="1" column="2">GuardDragoons</tech>
    <tech row="0" page="1" column="0">GuardHussars</tech>
    <tech row="0" page="1" column="0">VeteranHussars</tech>
    <tech row="0" page="1" column="0">RGLifeGuardHussars</tech>
    <tech row="0" page="1" column="1">ImperialGarrochistas</tech>
    <tech row="0" page="1" column="2">ImperialTartarLoyalist</tech>
    <tech row="0" page="1" column="0">GuardUhlans</tech>
    <tech row="0" page="1" column="0">ImperialGardener</tech>
    <tech row="0" page="1" column="0">ImperialLifeGuard</tech>
    <tech row="0" page="1" column="2">RGJinetes</tech>
    <tech row="0" page="1" column="1">GuardOprichniks</tech>
    <tech row="0" page="1" column="1">ImperialGendarme</tech>
    <tech row="0" page="1" column="1">ImperialWarWagons</tech>
    <tech row="0" page="1" column="0">DEVeteranBarbaryCavalry</tech>
    <tech row="0" page="1" column="0">DEGuardBarbaryCavalry</tech>
    <tech row="0" page="1" column="1">DEGuardBedouinHorseArcher</tech>
    <tech row="0" page="1" column="2">DEGuardMameluke</tech>
    <tech row="0" page="1" column="0">YPDisciplinedSteppeRider</tech>
    <tech row="0" page="1" column="0">YPHonoredSteppeRider</tech>
    <tech row="0" page="1" column="0">YPExaltedSteppeRider</tech>
    <tech row="0" page="1" column="1">YPDisciplinedKeshik</tech>
    <tech row="0" page="1" column="1">YPHonoredKeshik</tech>
    <tech row="0" page="1" column="1">YPExaltedKeshik</tech>
    <tech row="0" page="1" column="3">YPHonoredMeteorHammer</tech>
    <tech row="0" page="1" column="3">YPExaltedMeteorHammer</tech>
    <tech row="0" page="1" column="4">YPHonoredIronFlail</tech>
    <tech row="0" page="1" column="4">YPExaltedIronFlail</tech>
    <tech row="0" page="1" column="1">RGDrabants</tech>
    <tech row="0" page="1" column="1">ImperialDrabants</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="299" name="ArtilleryDepot">
    <dbid>26</dbid>
    <displaynameid>22922</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\artillery_depot\artillery_depot.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\artillery_depot\artillery_depot_icon.png</icon>
    <portraiticon>resources\art\buildings\artillery_depot\artillery_depot_portrait.png</portraiticon>
    <rollovertextid>22920</rollovertextid>
    <shortrollovertextid>25607</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="0">AbusGun</train>
    <train row="0" page="0" column="1">Grenadier</train>
    <train row="0" page="0" column="0">deLeatherCannon</train>
    <train row="0" page="0" column="2">Falconet</train>
    <train row="0" page="0" column="1">SPCHoopThrowers</train>
    <train row="0" page="0" column="3">OrganGun</train>
    <train row="0" page="0" column="4">Culverin</train>
    <train row="0" page="0" column="5">Mortar</train>
    <train row="0" page="0" column="6">Rocket</train>
    <train row="0" page="0" column="6">GreatBombard</train>
    <train row="0" page="0" column="6">Cannon</train>
    <train row="0" page="0" column="0">xpRam</train>
    <train row="0" page="0" column="1">xpMantlet</train>
    <train row="0" page="0" column="2">xpLightCannon</train>
    <train row="0" page="0" column="9">xpGatlingGun</train>
    <train row="0" page="0" column="7">xpHorseArtillery</train>
    <train row="0" page="2" column="1">xpPetard</train>
    <tech row="0" page="1" column="1">GuardGrenadiers</tech>
    <tech row="0" page="1" column="1">RGPavlovGrenadiers</tech>
    <tech row="0" page="1" column="1">ImperialPavlovs</tech>
    <tech row="0" page="1" column="0">VeteranAbusGuns</tech>
    <tech row="0" page="1" column="8">HeavyHorseArtillery</tech>
    <tech row="0" page="1" column="4">ImperialCulverin</tech>
    <tech row="0" page="1" column="5">ImperialHowitzer</tech>
    <tech row="0" page="1" column="3">ImperialRabaulds</tech>
    <tech row="0" page="1" column="0">ChampionRams</tech>
    <tech row="0" page="1" column="0">ImpLegendaryRams</tech>
    <tech row="0" page="1" column="1">ChampionMantlets</tech>
    <tech row="0" page="1" column="2">ImpLegendaryLightCannon</tech>
    <tech row="0" page="1" column="1">ImpLegendaryMantlets</tech>
    <tech row="0" page="2" column="0">BigSiegeshopSiegeDrill</tech>
    <tech row="0" page="1" column="4">GrapeShot</tech>
    <tech row="0" page="1" column="2">FieldGun</tech>
    <tech row="0" page="1" column="3">FieldCannon</tech>
    <tech row="0" page="1" column="8">ImperialHorseArtillery</tech>
    <tech row="0" page="1" column="5">Howitzer</tech>
    <tech row="0" page="1" column="0">ImperialAbusGun</tech>
    <tech row="0" page="1" column="3">Rabauld</tech>
    <tech row="0" page="1" column="2">ImperialFieldGun</tech>
    <tech row="0" page="1" column="0">GuardAbusGuns</tech>
    <tech row="0" page="1" column="1">ImperialBaratcu</tech>
    <tech row="0" page="1" column="1">RGBaratcuCorps</tech>
    <tech row="0" page="1" column="1">ImperialGrenadiers</tech>
    <tech row="0" page="1" column="1">VeteranGrenadiers</tech>
    <tech row="0" page="1" column="0">deInfantryGuns</tech>
    <tech row="0" page="1" column="0">deImperialInfantryGuns</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="300" name="Arsenal">
    <dbid>27</dbid>
    <displaynameid>22924</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\arsenal\arsenal.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\arsenal\arsenal_icon.png</icon>
    <portraiticon>resources\art\buildings\arsenal\arsenal_portrait.png</portraiticon>
    <rollovertextid>22923</rollovertextid>
    <shortrollovertextid>25606</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractFindOtherMilitaryBuilding</unittype>
    <tech row="0" page="4" column="2">Pillage</tech>
    <tech row="0" page="2" column="5">MilitaryDrummers</tech>
    <tech row="0" page="2" column="1">Bayonet</tech>
    <tech row="0" page="5" column="0">IncendiaryGrenades</tech>
    <tech row="0" page="2" column="4">PaperCartridge</tech>
    <tech row="0" page="2" column="0">Rifling</tech>
    <tech row="0" page="4" column="0">CavalryCuirass</tech>
    <tech row="0" page="5" column="1">GunnersQuadrant</tech>
    <tech row="0" page="2" column="0">InfantryBreastplate</tech>
    <tech row="0" page="5" column="4">Trunion</tech>
    <tech row="0" page="2" column="3">Flintlock</tech>
    <tech row="0" page="5" column="3">ProfessionalGunners</tech>
    <tech row="0" page="5" column="2">HeatedShot</tech>
    <tech row="0" page="4" column="1">Caracole</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="301" name="Church">
    <dbid>29</dbid>
    <displaynameid>22928</displaynameid>
    <obstructionradiusx>3.5000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\church\church.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\church\church_icon.png</icon>
    <portraiticon>resources\art\buildings\church\church_portrait.png</portraiticon>
    <rollovertextid>22927</rollovertextid>
    <shortrollovertextid>25620</shortrollovertextid>
    <unithelpoverride>deChurchEntry</unithelpoverride>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>25.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>60.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractChurch</unittype>
    <train row="0" page="0" column="1">xpSpy</train>
    <train row="0" page="0" column="0">Imam</train>
    <train row="0" page="0" column="0">Missionary</train>
    <train row="0" page="0" column="0">Priest</train>
    <tech row="0" page="1" column="9">ChurchGardeImperial1</tech>
    <tech row="0" page="1" column="8">UniqueSPCGrandEncampment</tech>
    <tech row="0" page="1" column="9">ChurchGardeImperial2</tech>
    <tech row="0" page="1" column="10">ChurchZweihander</tech>
    <tech row="0" page="1" column="9">ChurchQuatrefage</tech>
    <tech row="0" page="1" column="7">UniqueSPCPatriots</tech>
    <tech row="0" page="1" column="8">ChurchWesternization</tech>
    <tech row="0" page="1" column="8">ChurchThinRedLine</tech>
    <tech row="0" page="1" column="8">ChurchKopruluViziers</tech>
    <tech row="0" page="1" column="9">ChurchTanzimat</tech>
    <tech row="0" page="1" column="10">ChurchTowerAndSword</tech>
    <tech row="0" page="1" column="5">ChurchStandingArmy</tech>
    <tech row="0" page="1" column="8">ChurchTillysDiscipline</tech>
    <tech row="0" page="1" column="11">ChurchTopcuCorps</tech>
    <tech row="0" page="1" column="10">ChurchTufanciCorps</tech>
    <tech row="0" page="1" column="9">ChurchBestieros</tech>
    <tech row="0" page="1" column="9">ChurchKalmucks</tech>
    <tech row="0" page="1" column="8">ChurchCoffeeTrade</tech>
    <tech row="0" page="1" column="8">ChurchAbbassidMarket</tech>
    <tech row="0" page="1" column="9">ChurchTopkapi</tech>
    <tech row="0" page="1" column="10">ChurchRogersRangers</tech>
    <tech row="0" page="1" column="10">ChurchWildGeeseSpanish</tech>
    <tech row="0" page="1" column="6">ChurchMassCavalry</tech>
    <tech row="0" page="1" column="8">ChurchCodeNapoleon</tech>
    <tech row="0" page="1" column="9">UniqueSPCCustomizedMercWeapons</tech>
    <tech row="0" page="1" column="7">ChurchMissionFervor</tech>
    <tech row="0" page="1" column="8">ChurchEconmediaManor</tech>
    <tech row="0" page="1" column="9">ChurchGalataTowerDistrict</tech>
    <tech row="0" page="1" column="8">ChurchPetrineReforms</tech>
    <tech row="0" page="1" column="3">ChurchGasLighting</tech>
    <tech row="0" page="1" column="8">ChurchMilletSystem</tech>
    <tech row="0" page="1" column="10">ChurchStadholders</tech>
    <tech row="0" page="1" column="9">ChurchWallensteinsContracts</tech>
    <tech row="0" page="1" column="9">ChurchWaardgelders</tech>
    <tech row="0" page="1" column="10">ChurchBashkirPonies</tech>
    <tech row="0" page="1" column="4">ChurchMercantilism</tech>
    <tech row="0" page="1" column="8">ChurchCorsolet</tech>
    <tech row="0" page="1" column="9">ChurchGardeImperial3</tech>
    <tech row="0" page="1" column="2">ChurchTownWatch</tech>
    <tech row="0" page="1" column="9">ChurchBlackWatch</tech>
    <tech row="0" page="1" column="1">Bastion</tech>
    <tech row="0" page="1" column="7">UniqueSPCCorsolet</tech>
    <tech row="0" page="1" column="9">UniqueSPCHighCrusade</tech>
    <tech row="0" page="1" column="7">UniqueSPCIndianFriendship</tech>
    <tech row="0" page="1" column="8">UniqueSPCTaxBurden</tech>
    <tech row="0" page="1" column="8">DEChurchPikePush</tech>
    <tech row="0" page="1" column="9">DEChurchSavolaxJaegers</tech>
    <tech row="0" page="1" column="10">DEChurchGustavianGuards</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="XP">0.600000</rate>
    </protoaction>
  </unit>
  <unit id="302" name="Rodelero">
    <dbid>32</dbid>
    <displaynameid>22935</displaynameid>
    <editornameid>25027</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\redolero\redolero.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\redolero\redolero_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\redolero\redolero_portrait.png</portraiticon>
    <rollovertextid>22934</rollovertextid>
    <shortrollovertextid>25702</shortrollovertextid>
    <initialhitpoints>135.0000</initialhitpoints>
    <maxhitpoints>135.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Gold">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="303" name="Crossbowman">
    <dbid>33</dbid>
    <displaynameid>22938</displaynameid>
    <editornameid>24998</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\crossbow\crossbow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\crossbow\crossbow_portrait.png</portraiticon>
    <rollovertextid>22936</rollovertextid>
    <shortrollovertextid>25624</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archeraccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="304" name="Uhlan">
    <dbid>34</dbid>
    <displaynameid>22940</displaynameid>
    <editornameid>25010</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\uhlan\uhlan_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\uhlan\uhlan_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\uhlan\uhlan_portrait.png</portraiticon>
    <rollovertextid>22939</rollovertextid>
    <shortrollovertextid>25648</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>25.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>75.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="305" name="Cannon">
    <dbid>35</dbid>
    <displaynameid>22942</displaynameid>
    <editornameid>24994</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\cannon\cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\cannon\cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\artillery\cannon\cannon_portrait.png</portraiticon>
    <rollovertextid>22963</rollovertextid>
    <shortrollovertextid>25616</shortrollovertextid>
    <initialhitpoints>475.0000</initialhitpoints>
    <maxhitpoints>475.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>115.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="9" column="1">Tactic3</command>
    <command page="9" column="0">Tactic4</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>cannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>400.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BombardAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>400.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CaseShotAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="306" name="Halberdier">
    <dbid>36</dbid>
    <displaynameid>22944</displaynameid>
    <editornameid>25009</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\halberdier\halberdier_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\halberdier\halberdier_portrait.png</portraiticon>
    <rollovertextid>22943</rollovertextid>
    <shortrollovertextid>25647</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">70.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="307" name="CavalryArcher">
    <dbid>37</dbid>
    <displaynameid>22946</displaynameid>
    <editornameid>24995</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\cav_archer\cav_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\cav_archer\cav_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\cav_archer\cav_archer_portrait.png</portraiticon>
    <rollovertextid>22945</rollovertextid>
    <shortrollovertextid>25619</shortrollovertextid>
    <initialhitpoints>265.0000</initialhitpoints>
    <maxhitpoints>265.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>6.500000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="308" name="Hussar">
    <dbid>38</dbid>
    <displaynameid>22948</displaynameid>
    <editornameid>25047</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\light_cavalry\light_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\light_cavalry\light_cavalry_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\light_cavalry\light_cavalry_portrait.png</portraiticon>
    <rollovertextid>22947</rollovertextid>
    <shortrollovertextid>25651</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="309" name="Culverin">
    <dbid>39</dbid>
    <displaynameid>22950</displaynameid>
    <editornameid>25000</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\artillery\culverin\culverin.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\culverin\culverin_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\culverin\culverin_portrait.png</portraiticon>
    <rollovertextid>22949</rollovertextid>
    <shortrollovertextid>25626</shortrollovertextid>
    <initialhitpoints>280.0000</initialhitpoints>
    <maxhitpoints>280.0000</maxhitpoints>
    <los>36.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>culverin.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>34.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractArtillery">4.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Ship">10.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CaseShotAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>17.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>8.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="Ship">10.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BombardAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>17.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractArtillery">4.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Ship">10.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="310" name="Falconet">
    <dbid>40</dbid>
    <displaynameid>22952</displaynameid>
    <editornameid>25005</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\falconet\falconet.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\falconet\falconet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <rollovertextid>22951</rollovertextid>
    <shortrollovertextid>25635</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>falconet.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CaseShotAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>13.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>20.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BombardAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>13.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="311" name="Priest">
    <dbid>41</dbid>
    <displaynameid>22954</displaynameid>
    <editornameid>27773</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\priests\priest.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\priests\we_priest_icon_64x64.png</icon>
    <portraiticon>resources\art\units\priests\we_priest_portrait.png</portraiticon>
    <rollovertextid>22953</rollovertextid>
    <shortrollovertextid>25698</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>healer.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="312" name="Skirmisher">
    <dbid>42</dbid>
    <displaynameid>22956</displaynameid>
    <editornameid>25032</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\skirmisher\skirmisher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\skirmisher\skirmisher_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\skirmisher\skirmisher_portrait.png</portraiticon>
    <rollovertextid>22955</rollovertextid>
    <shortrollovertextid>25712</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <flag>GatherFromTrees</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Blockhouse">1.000000</rate>
      <rate type="HouseEast">1.000000</rate>
      <rate type="deTorp">1.000000</rate>
      <rate type="TradingPost">1.000000</rate>
      <rate type="Stable">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="AbstractMine">0.000000</rate>
      <rate type="Herdable">0.000000</rate>
      <rate type="Huntable">0.000000</rate>
      <rate type="AbstractFruit">0.000000</rate>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">0.000000</rate>
      <rate type="Huntable">0.000000</rate>
      <rate type="AbstractInfiniteCrate">0.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="313" name="Grenadier">
    <dbid>43</dbid>
    <displaynameid>22958</displaynameid>
    <editornameid>25008</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\grenadier\grenadier_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\grenadier\grenadier_portrait.png</portraiticon>
    <rollovertextid>22957</rollovertextid>
    <shortrollovertextid>25645</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Grenade</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>grenadier.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>54.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MortarAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>14.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MortarBuildingAttack</name>
      <damage>54.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>14.000000</maxrange>
      <rof>4.000000</rof>
    </protoaction>
  </unit>
  <unit id="314" name="Dragoon">
    <dbid>44</dbid>
    <displaynameid>22960</displaynameid>
    <editornameid>25002</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\dragoon\dragoon_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\dragoon\dragoon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\dragoon\dragoon_portrait.png</portraiticon>
    <rollovertextid>22959</rollovertextid>
    <shortrollovertextid>25629</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>LanceHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="315" name="FishingBoat">
    <dbid>45</dbid>
    <displaynameid>22962</displaynameid>
    <editornameid>33885</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\naval\fishing_ship\fishing_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\fishing_ship\fishing_ship_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\fishing_ship\fishing_ship_icon_portrait.png</portraiticon>
    <rollovertextid>22961</rollovertextid>
    <shortrollovertextid>25636</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Wood">70.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>10</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fishingboat.tactics</tactics>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractWhale">0.500000</rate>
      <rate type="AbstractFish">0.670000</rate>
    </protoaction>
  </unit>
  <unit id="316" name="TrainEngine">
    <dbid>48</dbid>
    <displaynameid>22968</displaynameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\engine.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>22967</rollovertextid>
    <shortrollovertextid>25736</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="317" name="Envoy">
    <dbid>50</dbid>
    <displaynameid>22973</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\envoy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\envoy_icon.png</icon>
    <portraiticon>resources\art\units\villagers\envoy_portrait.png</portraiticon>
    <rollovertextid>22971</rollovertextid>
    <shortrollovertextid>25632</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>26.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>5.0000</bounty>
    <buildbounty>5.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFindScout</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>envoy.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="318" name="Mortar">
    <dbid>51</dbid>
    <displaynameid>22975</displaynameid>
    <editornameid>25022</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\artillery\mortar\mortar.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\mortar\mortar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\mortar\mortar_portrait.png</portraiticon>
    <rollovertextid>22974</rollovertextid>
    <shortrollovertextid>25668</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>45.0000</bounty>
    <buildbounty>45.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="1">Tactic3</command>
    <command page="9" column="0">Tactic4</command>
    <tactics>mortar.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>1000.000000</damagecap>
      <damagebonus type="Ship">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>BarrageAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>32.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.100000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="xpArrowKnight">0.100000</damagebonus>
      <damagearea>7.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="319" name="Longbowman">
    <dbid>53</dbid>
    <displaynameid>22979</displaynameid>
    <editornameid>25019</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\longbow\longbow.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\longbow\longbow_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\longbow\longbow_portrait.png</portraiticon>
    <rollovertextid>22978</rollovertextid>
    <shortrollovertextid>25652</shortrollovertextid>
    <initialhitpoints>95.0000</initialhitpoints>
    <maxhitpoints>95.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>22.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>22.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>22.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="320" name="Cuirassier">
    <dbid>54</dbid>
    <displaynameid>22981</displaynameid>
    <editornameid>24999</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\cuirassier\cuirassier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\cuirassier\cuirassier_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\cuirassier\cuirassier_portrait.png</portraiticon>
    <rollovertextid>22980</rollovertextid>
    <shortrollovertextid>25625</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Food">150.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="321" name="TrainCoalcar">
    <dbid>55</dbid>
    <displaynameid>23041</displaynameid>
    <editornameid>36195</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\coal_car.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>23040</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>NoHPBar</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="322" name="TrainCaboose">
    <dbid>56</dbid>
    <displaynameid>23043</displaynameid>
    <editornameid>36194</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\caboose.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>23042</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="323" name="NatJaguarWarrior">
    <dbid>65</dbid>
    <displaynameid>23521</displaynameid>
    <editornameid>25015</editornameid>
    <populationcount>0</populationcount>
    <subciv>Aztecs</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\jaguar_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\jaguar_warrior_icon.png</icon>
    <portraiticon>resources\art\units\natives\jaguar_warrior_portrait.png</portraiticon>
    <rollovertextid>23520</rollovertextid>
    <shortrollovertextid>25686</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="324" name="NatEagleWarrior">
    <dbid>66</dbid>
    <displaynameid>23523</displaynameid>
    <editornameid>25003</editornameid>
    <populationcount>0</populationcount>
    <subciv>Aztecs</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\eagle_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_eagle_knight_icon.png</icon>
    <portraiticon>resources\art\units\az_eagle_knight_portrait.png</portraiticon>
    <rollovertextid>23522</rollovertextid>
    <shortrollovertextid>25675</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Javelin</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>11.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="325" name="NatHorseArcher">
    <dbid>67</dbid>
    <displaynameid>23525</displaynameid>
    <editornameid>25013</editornameid>
    <populationcount>0</populationcount>
    <subciv>Comanche</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\horse_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\natives\horse_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\horse_archer_portrait.png</portraiticon>
    <rollovertextid>23524</rollovertextid>
    <shortrollovertextid>25679</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">70.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalryAccurate.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.250000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="326" name="NativeHouseAztec">
    <dbid>81</dbid>
    <displaynameid>23579</displaynameid>
    <editornameid>23593</editornameid>
    <subciv>Aztecs</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\native house aztec.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="327" name="NativeHouseComanche">
    <dbid>82</dbid>
    <displaynameid>23581</displaynameid>
    <editornameid>23594</editornameid>
    <subciv>Comanche</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\tipi.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="328" name="NativeHouseIroquois">
    <dbid>83</dbid>
    <displaynameid>23590</displaynameid>
    <editornameid>23595</editornameid>
    <subciv>Iroquois</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\longhouse.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>HasGatherPoint</flag>
    <flag>NoHPBar</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="329" name="NativeHouseSeminole">
    <dbid>84</dbid>
    <displaynameid>23592</displaynameid>
    <editornameid>23596</editornameid>
    <subciv>Seminoles</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\chickee.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="330" name="NatSharktoothBowman">
    <dbid>85</dbid>
    <displaynameid>23599</displaynameid>
    <editornameid>25031</editornameid>
    <populationcount>0</populationcount>
    <subciv>Seminoles</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\sharktooth.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\sharktooth_bow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\sharktooth_bow_portrait.png</portraiticon>
    <rollovertextid>23597</rollovertextid>
    <shortrollovertextid>25689</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>archeraccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="331" name="NatTomahawk">
    <dbid>86</dbid>
    <displaynameid>23601</displaynameid>
    <editornameid>25035</editornameid>
    <populationcount>0</populationcount>
    <subciv>Iroquois</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\tomahawk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\IRO_tomahawk_icon.png</icon>
    <portraiticon>resources\art\units\IRO_tomahawk_portrait.png</portraiticon>
    <rollovertextid>23600</rollovertextid>
    <shortrollovertextid>25690</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>tomahawk.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.600000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.600000</damagebonus>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="332" name="Blockhouse">
    <dbid>87</dbid>
    <displaynameid>23634</displaynameid>
    <populationcapaddition>5</populationcapaddition>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\blockhouse\blockhouse.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\blockhouse\blockhouse_icon.png</icon>
    <portraiticon>resources\art\buildings\blockhouse\blockhouse_portrait.png</portraiticon>
    <rollovertextid>23633</rollovertextid>
    <shortrollovertextid>25613</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>70.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Strelet</train>
    <train row="0" page="0" column="3">Halberdier</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="0">ypOldHanArmy</train>
    <train row="0" page="0" column="1">ypStandardArmy</train>
    <train row="0" page="0" column="2">ypMingArmy</train>
    <train row="0" page="0" column="5">ypImperialArmy</train>
    <train row="0" page="0" column="4">ypForbiddenArmy</train>
    <train row="0" page="0" column="3">ypTerritorialArmy</train>
    <train row="0" page="0" column="6">ypMongolianArmy</train>
    <train row="0" page="0" column="7">ypBlackFlagArmy</train>
    <train row="0" page="0" column="4">deCarolean</train>
    <train row="0" page="0" column="5">Skirmisher</train>
    <tech row="0" page="1" column="2">ImperialMusketeers</tech>
    <tech row="0" page="1" column="3">ImperialHalberdiers</tech>
    <tech row="0" page="1" column="4">FrontierBlockhouse</tech>
    <tech row="0" page="1" column="2">VeteranMusketeers</tech>
    <tech row="0" page="1" column="1">VeteranPikemen</tech>
    <tech row="0" page="1" column="1">GuardPikemen</tech>
    <tech row="0" page="1" column="1">RGDalkarl</tech>
    <tech row="0" page="1" column="1">ImperialPikemen</tech>
    <tech row="0" page="1" column="1">ImperialDalkarl</tech>
    <tech row="0" page="1" column="3">GuardHalberdiers</tech>
    <tech row="0" page="1" column="2">GuardMusketeers</tech>
    <tech row="0" page="1" column="0">GuardStrelets</tech>
    <tech row="0" page="1" column="4">FortifiedBlockhouse</tech>
    <tech row="0" page="1" column="0">VeteranStrelets</tech>
    <tech row="0" page="1" column="0">ImperialStrelets</tech>
    <tech row="0" page="1" column="4">VeteranCaroleans</tech>
    <tech row="0" page="1" column="4">GuardCaroleans</tech>
    <tech row="0" page="1" column="4">ImperialCaroleans</tech>
    <tech row="0" page="1" column="5">GuardSkirmishers</tech>
    <tech row="0" page="1" column="5">ImperialSkirmishers</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
    <tactics>blockhouse.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <active>0</active>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="333" name="Pronghorn">
    <dbid>88</dbid>
    <displaynameid>23643</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\pronghorn\pronghorn.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\pronghorn\pronghorn_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\pronghorn\pronghorn_icon_portrait.png</portraiticon>
    <rollovertextid>23642</rollovertextid>
    <shortrollovertextid>25700</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="334" name="Cossack">
    <dbid>93</dbid>
    <displaynameid>23656</displaynameid>
    <editornameid>24997</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\cossack\cossack.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\cossack\cossack_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\cossack\cossack_portrait.png</portraiticon>
    <rollovertextid>23655</rollovertextid>
    <shortrollovertextid>38156</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="335" name="Strelet">
    <dbid>94</dbid>
    <displaynameid>23658</displaynameid>
    <editornameid>25034</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\strelet\strelet.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\strelet\strelet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\strelet\strelet_portrait.png</portraiticon>
    <rollovertextid>23657</rollovertextid>
    <shortrollovertextid>25729</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>6.0000</bounty>
    <buildbounty>6.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">10.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="336" name="NatMantlet">
    <dbid>98</dbid>
    <displaynameid>23692</displaynameid>
    <editornameid>25020</editornameid>
    <populationcount>0</populationcount>
    <subciv>Iroquois</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\natives\mantlet.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\natives\mantlet_icon.png</icon>
    <portraiticon>resources\art\units\natives\mantlet_portrait.png</portraiticon>
    <rollovertextid>23691</rollovertextid>
    <shortrollovertextid>25687</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">50.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="337" name="Canoe">
    <dbid>99</dbid>
    <displaynameid>23694</displaynameid>
    <editornameid>33886</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>units\naval\canoe\canoe.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\native_canoe_icon.png</icon>
    <portraiticon>resources\art\units\native_canoe_portrait.png</portraiticon>
    <rollovertextid>23693</rollovertextid>
    <shortrollovertextid>25617</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>canoe.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.220000</rate>
      <rate type="AbstractWhale">0.170000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>32.000000</damagecap>
      <projectile>ArrowCanoe</projectile>
    </protoaction>
  </unit>
  <unit id="338" name="Bank">
    <dbid>103</dbid>
    <displaynameid>23708</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\bank\bank.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\bank\bank_icon.png</icon>
    <portraiticon>resources\art\buildings\bank\bank_portrait.png</portraiticon>
    <rollovertextid>23709</rollovertextid>
    <shortrollovertextid>25609</shortrollovertextid>
    <initialhitpoints>4000.0000</initialhitpoints>
    <maxhitpoints>4000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>280.0000</bounty>
    <buildbounty>140.0000</buildbounty>
    <cost resourcetype="Food">350.0000</cost>
    <cost resourcetype="Wood">350.0000</cost>
    <initialresource resourcetype="Gold">10.0000</initialresource>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBank</unittype>
    <flag>UnlimitedSupply</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Gold">2.750000</rate>
    </protoaction>
  </unit>
  <unit id="339" name="Spahi">
    <dbid>105</dbid>
    <displaynameid>23733</displaynameid>
    <editornameid>25033</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\spahi\spahi_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\spahi\spahi_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\spahi\spahi_portrait.png</portraiticon>
    <rollovertextid>23732</rollovertextid>
    <shortrollovertextid>25713</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>28.0000</bounty>
    <buildbounty>28.0000</buildbounty>
    <cost resourcetype="Food">280.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>70.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>70.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>70.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>93.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="340" name="Janissary">
    <dbid>106</dbid>
    <displaynameid>23735</displaynameid>
    <editornameid>25017</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\janissary\janissary.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\janissary\janissary_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\janissary\janissary_icon_128.png</portraiticon>
    <rollovertextid>23734</rollovertextid>
    <shortrollovertextid>25649</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="341" name="GreatBombard">
    <dbid>107</dbid>
    <displaynameid>23737</displaynameid>
    <editornameid>25007</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\great_bombard\great_bombard.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\great_bombard\great_bombard_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\great_bombard\great_bombard_portrait.png</portraiticon>
    <rollovertextid>23736</rollovertextid>
    <shortrollovertextid>25644</shortrollovertextid>
    <initialhitpoints>475.0000</initialhitpoints>
    <maxhitpoints>475.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>greatBombard.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>8.000000</rof>
      <damagecap>1000.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.400000</damagebonus>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="Ship">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="342" name="Minuteman">
    <dbid>113</dbid>
    <displaynameid>23826</displaynameid>
    <editornameid>25021</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\minuteman\minuteman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\minuteman\minuteman_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\minuteman\minuteman_portrait.png</portraiticon>
    <rollovertextid>23824</rollovertextid>
    <shortrollovertextid>25666</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>2.0000</trainpoints>
    <cost resourcetype="Food">75.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>LifespanUnit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="343" name="TreeCarolinaGrass">
    <dbid>114</dbid>
    <displaynameid>23828</displaynameid>
    <editornameid>23829</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_carolina_grass.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>23827</rollovertextid>
    <shortrollovertextid>25820</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="344" name="Dopplesoldner">
    <dbid>117</dbid>
    <displaynameid>23836</displaynameid>
    <editornameid>25001</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\dopplesoldner\dopplesoldner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\dopplesoldner\dopplesoldner_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\dopplesoldner\dopplesoldner_portrait.png</portraiticon>
    <rollovertextid>23835</rollovertextid>
    <shortrollovertextid>25628</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">125.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>20.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="345" name="OrganGun">
    <dbid>118</dbid>
    <displaynameid>23838</displaynameid>
    <editornameid>25025</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\artillery\organ_gun\organ_gun.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\organ_gun\organ_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\organ_gun\organ_gun_portrait.png</portraiticon>
    <rollovertextid>23837</rollovertextid>
    <shortrollovertextid>25694</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>organGun.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>33.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="Building">0.750000</damagebonus>
      <damagebonus type="Ship">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="346" name="Ruyter">
    <dbid>120</dbid>
    <displaynameid>23866</displaynameid>
    <editornameid>25028</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\reiter\reiter_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\reiter\reiter_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\reiter\reiter_portrait.png</portraiticon>
    <rollovertextid>23865</rollovertextid>
    <shortrollovertextid>25703</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>31.0000</trainpoints>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="347" name="Cacadore">
    <dbid>122</dbid>
    <displaynameid>23909</displaynameid>
    <editornameid>24993</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\cacadore\cacadore.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\cacadore\cacadore_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\cacadore\cacadore_portrait.png</portraiticon>
    <rollovertextid>23908</rollovertextid>
    <shortrollovertextid>25614</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">35.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="348" name="Factory">
    <dbid>129</dbid>
    <displaynameid>23986</displaynameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\factory\factory.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\factory\shared_factory_icon.png</icon>
    <portraiticon>resources\art\buildings\factory\shared_factory_portrait.png</portraiticon>
    <rollovertextid>23985</rollovertextid>
    <shortrollovertextid>25634</shortrollovertextid>
    <legacyhotkeycontext>FactoryAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>240.0000</bounty>
    <buildbounty>0.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <unittype>AbstractFindOtherMilitaryBuilding</unittype>
    <tech row="0" page="1" column="4">ImperialBombard</tech>
    <tech row="0" page="1" column="4">ImperialRocket</tech>
    <tech row="0" page="1" column="0">FactoryCannery</tech>
    <tech row="0" page="1" column="4">ImperialCannon</tech>
    <tech row="0" page="1" column="2">FactorySteamPower</tech>
    <tech row="0" page="1" column="1">FactoryWaterPower</tech>
    <tech row="0" page="1" column="3">FactoryMassProduction</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>EnterHotkeyContext</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="0">Tactic11</command>
    <command page="9" column="1">Tactic12</command>
    <command page="9" column="2">Tactic10</command>
    <command page="9" column="3">Tactic13</command>
    <tactics>factory.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">5.500000</rate>
    </protoaction>
  </unit>
  <unit id="349" name="Rocket">
    <dbid>130</dbid>
    <displaynameid>24048</displaynameid>
    <editornameid>25030</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\rocket\rocket.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\rocket\rocket_icon.png</icon>
    <portraiticon>resources\art\units\artillery\rocket\rocket_portrait.png</portraiticon>
    <rollovertextid>24047</rollovertextid>
    <shortrollovertextid>25704</shortrollovertextid>
    <initialhitpoints>350.0000</initialhitpoints>
    <maxhitpoints>350.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>90.0000</trainpoints>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="1">Tactic3</command>
    <command page="9" column="0">Tactic4</command>
    <tactics>rocket.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>300.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>5.000000</rof>
      <damagecap>600.000000</damagecap>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="350" name="WarWagon">
    <dbid>133</dbid>
    <displaynameid>24081</displaynameid>
    <editornameid>26843</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\cavalry\war_wagon\war_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\cavalry\war_wagon\war_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\war_wagon\war_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>24080</rollovertextid>
    <shortrollovertextid>25748</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Food">150.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>warwagon.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <projectile>InvisibleProjectile</projectile>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>42.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>3.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>42.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="351" name="Oprichnik">
    <dbid>135</dbid>
    <displaynameid>24108</displaynameid>
    <editornameid>25024</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\oprichnik\oprichnik_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\oprichnik\oprichnik_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\oprichnik\oprichnik_portrait.png</portraiticon>
    <rollovertextid>24109</rollovertextid>
    <shortrollovertextid>25693</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>75.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractVillager">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="352" name="Lancer">
    <dbid>136</dbid>
    <displaynameid>24119</displaynameid>
    <editornameid>25018</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\lancer\lancer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\lancer\lancer_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\lancer\lancer_portrait.png</portraiticon>
    <rollovertextid>24118</rollovertextid>
    <shortrollovertextid>25650</shortrollovertextid>
    <initialhitpoints>350.0000</initialhitpoints>
    <maxhitpoints>350.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">110.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="353" name="NatBlowgunWarrior">
    <dbid>137</dbid>
    <displaynameid>24181</displaynameid>
    <editornameid>24990</editornameid>
    <populationcount>0</populationcount>
    <subciv>Caribs</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\blowgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\blowgun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\blowgun_portrait.png</portraiticon>
    <rollovertextid>24180</rollovertextid>
    <shortrollovertextid>25672</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Blowdart</projectile>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="354" name="NatRifleman">
    <dbid>138</dbid>
    <displaynameid>24183</displaynameid>
    <editornameid>25029</editornameid>
    <populationcount>0</populationcount>
    <subciv>Cherokee</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\rifleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\rifleman_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\rifleman_portrait.png</portraiticon>
    <rollovertextid>24182</rollovertextid>
    <shortrollovertextid>25688</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>riflemanaccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="355" name="NatTracker">
    <dbid>139</dbid>
    <displaynameid>24185</displaynameid>
    <editornameid>25036</editornameid>
    <populationcount>0</populationcount>
    <subciv>Cree</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\cree_tracker.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\cree_tracker_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\cree_tracker_portrait.png</portraiticon>
    <rollovertextid>24184</rollovertextid>
    <shortrollovertextid>25691</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>13</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>riflemanaccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="356" name="NatHuaminca">
    <dbid>140</dbid>
    <displaynameid>24187</displaynameid>
    <editornameid>25014</editornameid>
    <populationcount>0</populationcount>
    <subciv>Incas</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\huaminca.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\humainca_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\humainca_portrait.png</portraiticon>
    <rollovertextid>24186</rollovertextid>
    <shortrollovertextid>25677</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>13</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">20.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="357" name="NatBolasWarrior">
    <dbid>141</dbid>
    <displaynameid>24189</displaynameid>
    <editornameid>24992</editornameid>
    <populationcount>0</populationcount>
    <subciv>Incas</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\bola.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\bola_icon.png</icon>
    <portraiticon>resources\art\units\natives\bola_portrait.png</portraiticon>
    <rollovertextid>24188</rollovertextid>
    <shortrollovertextid>25673</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>28.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">55.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeBolas.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>16.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <projectile>Bola</projectile>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="358" name="NatHolcanSpearman">
    <dbid>142</dbid>
    <displaynameid>24191</displaynameid>
    <editornameid>25012</editornameid>
    <populationcount>0</populationcount>
    <subciv>Maya</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\holcan_spearman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\holcan_spearman_icon.png</icon>
    <portraiticon>resources\art\units\natives\holcan_spearman_portrait.png</portraiticon>
    <rollovertextid>24190</rollovertextid>
    <shortrollovertextid>25676</shortrollovertextid>
    <initialhitpoints>185.0000</initialhitpoints>
    <maxhitpoints>185.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>17</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Wood">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>23.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="359" name="NatClubman">
    <dbid>143</dbid>
    <displaynameid>24193</displaynameid>
    <editornameid>24996</editornameid>
    <populationcount>0</populationcount>
    <subciv>Nootka</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\clubman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\clubman_icon.png</icon>
    <portraiticon>resources\art\units\natives\clubman_icon_portrait.png</portraiticon>
    <rollovertextid>24192</rollovertextid>
    <shortrollovertextid>25674</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">15.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="360" name="NatAxeRider">
    <dbid>144</dbid>
    <displaynameid>24195</displaynameid>
    <editornameid>24988</editornameid>
    <populationcount>0</populationcount>
    <subciv>Lakota</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\axe_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_axe_rider_icon.png</icon>
    <portraiticon>resources\art\units\sx_axe_rider_portrait.png</portraiticon>
    <rollovertextid>24194</rollovertextid>
    <shortrollovertextid>25670</shortrollovertextid>
    <initialhitpoints>365.0000</initialhitpoints>
    <maxhitpoints>365.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">110.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>42.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="361" name="NatBlackwoodArcher">
    <dbid>145</dbid>
    <displaynameid>24197</displaynameid>
    <editornameid>24989</editornameid>
    <populationcount>0</populationcount>
    <subciv>Tupi</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\tupi_archer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\tupi_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\tupi_archer_portrait.png</portraiticon>
    <rollovertextid>24196</rollovertextid>
    <shortrollovertextid>25671</shortrollovertextid>
    <initialhitpoints>80.0000</initialhitpoints>
    <maxhitpoints>80.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archeraccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="362" name="Campfire">
    <dbid>164</dbid>
    <displaynameid>24797</displaynameid>
    <editornameid>24798</editornameid>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\campfire.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="363" name="LeanTo">
    <dbid>166</dbid>
    <displaynameid>24801</displaynameid>
    <editornameid>24802</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\lean-to.xml</animfile>
    <impacttype>Wood</impacttype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="364" name="TanningRack">
    <dbid>167</dbid>
    <displaynameid>24803</displaynameid>
    <editornameid>24804</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\tanning_rack.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="365" name="FenceRock">
    <dbid>171</dbid>
    <displaynameid>24811</displaynameid>
    <editornameid>24812</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\fence_rock.xml</animfile>
    <impacttype>Stone</impacttype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="366" name="MercLandsknecht">
    <dbid>173</dbid>
    <displaynameid>24820</displaynameid>
    <editornameid>25016</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\landsknecht\landsknecht.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\landsknecht\landsknect_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\landsknecht\landsknecht_portrait.png</portraiticon>
    <rollovertextid>24819</rollovertextid>
    <shortrollovertextid>25659</shortrollovertextid>
    <initialhitpoints>430.0000</initialhitpoints>
    <maxhitpoints>430.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>44.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">240.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>72.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>54.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>54.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="367" name="MercSwissPikeman">
    <dbid>174</dbid>
    <displaynameid>24824</displaynameid>
    <editornameid>25172</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\swiss_pikeman\swiss_pikeman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\swiss_pikeman\swiss_pikeman_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\swiss_pikeman\swiss_pikeman_portrait.png</portraiticon>
    <rollovertextid>24823</rollovertextid>
    <shortrollovertextid>25664</shortrollovertextid>
    <initialhitpoints>325.0000</initialhitpoints>
    <maxhitpoints>325.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Gold">160.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>64.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="368" name="WallWoodNative">
    <dbid>176</dbid>
    <displaynameid>24832</displaynameid>
    <editornameid>24833</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\wall_wood.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <bounty>0.0000</bounty>
    <unittype>EmbellishmentClass</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="369" name="NativeVillager">
    <dbid>177</dbid>
    <displaynameid>24837</displaynameid>
    <editornameid>24840</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\native_villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <shortrollovertextid>25685</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>10.0000</los>
    <unitaitype>Passive</unitaitype>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="AbstractFarm">0.670000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">1.250000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="deFurTrade">0.600000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="370" name="Elk">
    <dbid>181</dbid>
    <displaynameid>24861</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\elk\elk.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\elk\elk_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\elk\elk_portrait.png</portraiticon>
    <rollovertextid>24860</rollovertextid>
    <shortrollovertextid>25630</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="371" name="GrizzlyBear">
    <dbid>182</dbid>
    <displaynameid>24864</displaynameid>
    <editornameid>33338</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\bear\bear_grizzly.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\beargrizzly_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\beargrizzly_portrait.png</portraiticon>
    <rollovertextid>24863</rollovertextid>
    <shortrollovertextid>25646</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="372" name="MercHighlander">
    <dbid>183</dbid>
    <displaynameid>24867</displaynameid>
    <editornameid>25011</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\highlander\highlander.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\highlander\highlander_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\highlander\highlander_portrait.png</portraiticon>
    <rollovertextid>24866</rollovertextid>
    <shortrollovertextid>25657</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="373" name="Nugget">
    <dbid>186</dbid>
    <displaynameid>24915</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\treasure\treasure.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
    <flag>FlattenGround</flag>
  </unit>
  <unit id="374" name="WallStraight1">
    <dbid>189</dbid>
    <displaynameid>24924</displaynameid>
    <editornameid>25392</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_1x1.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>24923</rollovertextid>
    <shortrollovertextid>25741</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>FlattenGround</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="375" name="WallStraight5">
    <dbid>190</dbid>
    <displaynameid>24927</displaynameid>
    <editornameid>25388</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_1x5.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>24926</rollovertextid>
    <shortrollovertextid>25745</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="6" column="0">Transform</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="376" name="Fire">
    <dbid>192</dbid>
    <displaynameid>24944</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\fire\fire.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="377" name="PetBear">
    <dbid>193</dbid>
    <displaynameid>24947</displaynameid>
    <editornameid>24950</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\bear\bear_black.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\bearblack_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\bearblack_portrait.png</portraiticon>
    <rollovertextid>24946</rollovertextid>
    <shortrollovertextid>25695</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>17.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">110.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="378" name="PolarBear">
    <dbid>195</dbid>
    <displaynameid>24983</displaynameid>
    <editornameid>33335</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\bear\bear_polar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\bearpolar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\bearpolar_portrait.png</portraiticon>
    <rollovertextid>24982</rollovertextid>
    <shortrollovertextid>25697</shortrollovertextid>
    <initialhitpoints>420.0000</initialhitpoints>
    <maxhitpoints>420.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>25.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="379" name="Coureur">
    <dbid>196</dbid>
    <displaynameid>25038</displaynameid>
    <editornameid>25039</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\coureur\coureur_du_bois.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\coureur\coureur_du_bois_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\coureur\coureur_du_bois_portrait.png</portraiticon>
    <rollovertextid>25037</rollovertextid>
    <shortrollovertextid>25623</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>29.0000</trainpoints>
    <buildlimit>80</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="19">TownCenter</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>coureur.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.040000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.200000</rate>
      <rate type="House">1.200000</rate>
      <rate type="Manor">1.200000</rate>
      <rate type="Church">1.200000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ButtAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Huntable">1.040000</rate>
      <rate type="Mill">0.840000</rate>
      <rate type="AbstractMine">0.740000</rate>
      <rate type="Plantation">0.630000</rate>
      <rate type="Tree">0.620000</rate>
      <rate type="Herdable">2.500000</rate>
      <rate type="AbstractBerryBush">0.830000</rate>
      <rate type="Farm">0.630000</rate>
      <rate type="ypRicePaddy" resource="Food">0.630000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
      <rate type="ypBerryBuilding">0.830000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.430000</rate>
      <rate type="ypGroveBuilding">0.620000</rate>
      <rate type="deFurTrade">0.740000</rate>
      <rate type="AbstractInfiniteCrate">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Huntable">1.000000</rate>
      <rate type="Herdable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>RifleAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">2.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Guardian">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="380" name="WarDog">
    <dbid>197</dbid>
    <displaynameid>25043</displaynameid>
    <editornameid>25044</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\wardogs\wardog.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\wardogs\war_dog_icon_64x64.png</icon>
    <portraiticon>resources\art\units\wardogs\war_dog_portrait.png</portraiticon>
    <rollovertextid>25042</rollovertextid>
    <shortrollovertextid>25747</shortrollovertextid>
    <initialhitpoints>85.0000</initialhitpoints>
    <maxhitpoints>85.0000</maxhitpoints>
    <los>10.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="381" name="TestObject">
    <dbid>198</dbid>
    <displaynameid>25049</displaynameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\test_object\test_object.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="382" name="MercMameluke">
    <dbid>199</dbid>
    <displaynameid>25140</displaynameid>
    <editornameid>25169</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\mameluke\mameluke_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\mameluke\mameluke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\mameluke\mameluke_portrait.png</portraiticon>
    <rollovertextid>25139</rollovertextid>
    <shortrollovertextid>25660</shortrollovertextid>
    <initialhitpoints>1450.0000</initialhitpoints>
    <maxhitpoints>1450.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>68.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="383" name="MercStradiot">
    <dbid>200</dbid>
    <displaynameid>25145</displaynameid>
    <editornameid>25171</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\balkan_stradiot\balkan_stradiot_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_portrait.png</portraiticon>
    <rollovertextid>25144</rollovertextid>
    <shortrollovertextid>25663</shortrollovertextid>
    <initialhitpoints>585.0000</initialhitpoints>
    <maxhitpoints>585.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>112.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="384" name="MercBlackRider">
    <dbid>201</dbid>
    <displaynameid>25150</displaynameid>
    <editornameid>25151</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\black_rider\black_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\black_rider\black_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\black_rider\black_rider_portrait.png</portraiticon>
    <rollovertextid>25149</rollovertextid>
    <shortrollovertextid>25654</shortrollovertextid>
    <initialhitpoints>520.0000</initialhitpoints>
    <maxhitpoints>520.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>47.0000</trainpoints>
    <bounty>27.0000</bounty>
    <buildbounty>27.0000</buildbounty>
    <cost resourcetype="Gold">270.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="385" name="MercManchu">
    <dbid>203</dbid>
    <displaynameid>25160</displaynameid>
    <editornameid>25170</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\manchurian_archer\manchurian_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_portrait.png</portraiticon>
    <rollovertextid>25159</rollovertextid>
    <shortrollovertextid>25661</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>22.0000</bounty>
    <buildbounty>22.0000</buildbounty>
    <cost resourcetype="Gold">220.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>27.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <projectile>ArrowFlaming</projectile>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="386" name="MercRonin">
    <dbid>204</dbid>
    <displaynameid>25165</displaynameid>
    <editornameid>25166</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\samurai\ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\samurai\ronin_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\samurai\ronin_portrait.png</portraiticon>
    <rollovertextid>25164</rollovertextid>
    <shortrollovertextid>25662</shortrollovertextid>
    <initialhitpoints>540.0000</initialhitpoints>
    <maxhitpoints>540.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>120.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>160.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>58.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="387" name="MercJaeger">
    <dbid>205</dbid>
    <displaynameid>25174</displaynameid>
    <editornameid>25175</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\jaeger\jaeger.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\jaeger\hessian_jaeger_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\jaeger\hessian_jaeger_portrait.png</portraiticon>
    <rollovertextid>25173</rollovertextid>
    <shortrollovertextid>25658</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <tactics>optstealthrifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="388" name="MercHackapell">
    <dbid>206</dbid>
    <displaynameid>25179</displaynameid>
    <editornameid>25180</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\hackapell\hackapell_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\hackapell\hackapell_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\hackapell\hackapell_portrait.png</portraiticon>
    <rollovertextid>25178</rollovertextid>
    <shortrollovertextid>25655</shortrollovertextid>
    <initialhitpoints>295.0000</initialhitpoints>
    <maxhitpoints>295.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>80.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>240.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="389" name="NativeHouseCherokee">
    <dbid>209</dbid>
    <displaynameid>25245</displaynameid>
    <editornameid>25246</editornameid>
    <subciv>Cherokee</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\wigwam.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="390" name="NativeHouseTupi">
    <dbid>210</dbid>
    <displaynameid>25249</displaynameid>
    <editornameid>25250</editornameid>
    <subciv>Tupi</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\hut.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="391" name="FortFrontier">
    <dbid>212</dbid>
    <displaynameid>25270</displaynameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\fort\fort.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\fort\fort_icon.png</icon>
    <minimapicon>ui\minimap\fort_star_16x16</minimapicon>
    <portraiticon>resources\art\buildings\fort\fort_portrait.png</portraiticon>
    <rollovertextid>25269</rollovertextid>
    <shortrollovertextid>25639</shortrollovertextid>
    <legacyhotkeycontext>FortFrontierAccel</legacyhotkeycontext>
    <initialhitpoints>8500.0000</initialhitpoints>
    <maxhitpoints>8500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>150.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>220.0000</bounty>
    <buildbounty>110.0000</buildbounty>
    <cost resourcetype="Wood">600.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="0">ypOldHanArmy</train>
    <train row="0" page="0" column="1">ypStandardArmy</train>
    <train row="0" page="0" column="2">ypMingArmy</train>
    <train row="0" page="0" column="3">ypTerritorialArmy</train>
    <train row="0" page="0" column="4">ypForbiddenArmy</train>
    <train row="0" page="0" column="5">ypImperialArmy</train>
    <train row="0" page="0" column="6">ypMongolianArmy</train>
    <train row="0" page="0" column="7">ypBlackFlagArmy</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="1">ypSepoy</train>
    <train row="0" page="0" column="2">ypNatMercGurkha</train>
    <train row="0" page="0" column="3">ypSowar</train>
    <train row="0" page="0" column="4">ypZamburak</train>
    <train row="0" page="0" column="5">ypMahout</train>
    <train row="0" page="0" column="6">ypHowdah</train>
    <tech row="0" page="1" column="0">Revetment</tech>
    <tech row="0" page="1" column="1">StarFort</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>HeroName2</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="7">Delete</command>
    <command page="1" column="4">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>fort.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>300.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>150.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>300.000000</damagecap>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="392" name="IGCMorgan">
    <dbid>213</dbid>
    <displaynameid>25278</displaynameid>
    <editornameid>25335</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\morgan_black\igc_morgan_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\morgan_black\morgan_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\morgan_black\morgan_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="393" name="IGCJohn">
    <dbid>214</dbid>
    <displaynameid>25282</displaynameid>
    <editornameid>25332</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\john_black\john_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="394" name="IGCAmelia">
    <dbid>215</dbid>
    <displaynameid>25286</displaynameid>
    <editornameid>25328</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\amelia_black\igc_amelia_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\amelia_black\amelia_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\amelia_black\amelia_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="395" name="IGCKanyenke">
    <dbid>216</dbid>
    <displaynameid>25290</displaynameid>
    <editornameid>25333</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke\kanyenke.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke\kanyenke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke\kanyenke_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="396" name="IGCNonahkee">
    <dbid>217</dbid>
    <displaynameid>25294</displaynameid>
    <editornameid>25336</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nonahkee\igc_nonahkee.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\nonahkee\nonahkee_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\nonahkee\nonahkee_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>KnockoutDeath</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="397" name="IGCAlain">
    <dbid>218</dbid>
    <displaynameid>25298</displaynameid>
    <editornameid>25327</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\alain\igc_alain_magnan.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="398" name="IGCWarwick">
    <dbid>219</dbid>
    <displaynameid>25302</displaynameid>
    <editornameid>25338</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\warwick\igc_warwick.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\warwick\igc_warwick_icon.png</icon>
    <portraiticon>resources\art\units\spc\warwick\igc_warwick_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>KnockoutDeath</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="399" name="IGCBeaumont">
    <dbid>220</dbid>
    <displaynameid>25306</displaynameid>
    <editornameid>25329</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\beaumont\igc_beaumont.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\beaumont\beaumont_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\beaumont\beaumont_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="400" name="IGCLizzie">
    <dbid>221</dbid>
    <displaynameid>25310</displaynameid>
    <editornameid>25334</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\elizabeth_ramsey\igc_elizabeth_ramsey.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>KnockoutDeath</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="401" name="IGCSahin">
    <dbid>222</dbid>
    <displaynameid>25314</displaynameid>
    <editornameid>25337</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sahin\igc_sahin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\sahin\sahin_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\sahin\sahin_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="402" name="IGCCooper">
    <dbid>223</dbid>
    <displaynameid>25318</displaynameid>
    <editornameid>25330</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\major_cooper\igc_major_cooper.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\major_cooper\major_cooper_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\major_cooper\major_cooper_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>KnockoutDeath</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="403" name="IGCDelgado">
    <dbid>224</dbid>
    <displaynameid>25322</displaynameid>
    <editornameid>25331</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\delgado\igc_delgado.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\delgado\delgado_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\delgado\delgado_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="404" name="Missionary">
    <dbid>225</dbid>
    <displaynameid>25340</displaynameid>
    <editornameid>27774</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\priests\spanish_priest.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\priests\spanish_priest_icon.png</icon>
    <portraiticon>resources\art\units\priests\spanish_priest_portrait.png</portraiticon>
    <rollovertextid>25339</rollovertextid>
    <shortrollovertextid>25667</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">50.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>healer.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="405" name="WallStraight2">
    <dbid>227</dbid>
    <displaynameid>25380</displaynameid>
    <editornameid>25391</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_1x2.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>25379</rollovertextid>
    <shortrollovertextid>25742</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>ColonyBuilding</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>FlattenGround</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="406" name="WallStraight3">
    <dbid>228</dbid>
    <displaynameid>25383</displaynameid>
    <editornameid>25390</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_1x3.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>25382</rollovertextid>
    <shortrollovertextid>25743</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="407" name="WallStraight4">
    <dbid>229</dbid>
    <displaynameid>25386</displaynameid>
    <editornameid>25389</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_1x4.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>25385</rollovertextid>
    <shortrollovertextid>25744</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>ColonyBuilding</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>FlattenGround</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="6" column="0">Transform</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="408" name="TreeAmazon">
    <dbid>253</dbid>
    <displaynameid>25836</displaynameid>
    <editornameid>25837</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_amazon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>25835</rollovertextid>
    <shortrollovertextid>25834</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="409" name="NativeHouseIroquoisSPC">
    <dbid>261</dbid>
    <displaynameid>25879</displaynameid>
    <editornameid>25881</editornameid>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\longhouse.xml</animfile>
    <icon>resources\art\units\IRO_tomahawk_icon.png</icon>
    <portraiticon>resources\art\units\IRO_tomahawk_portrait.png</portraiticon>
    <rollovertextid>42193</rollovertextid>
    <shortrollovertextid>42192</shortrollovertextid>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="410" name="NativeHouseInca">
    <dbid>263</dbid>
    <displaynameid>25912</displaynameid>
    <editornameid>25913</editornameid>
    <subciv>Incas</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\native house inca.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="411" name="NativeHouseCarib">
    <dbid>264</dbid>
    <displaynameid>25917</displaynameid>
    <editornameid>25918</editornameid>
    <subciv>Caribs</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\hut.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="412" name="Jaguar">
    <dbid>267</dbid>
    <displaynameid>25958</displaynameid>
    <editornameid>33334</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\jaguar\jaguar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\jaguar\jaguar_icon.png</icon>
    <portraiticon>resources\art\units\animals\jaguar\jaguar_portrait.png</portraiticon>
    <rollovertextid>25957</rollovertextid>
    <shortrollovertextid>25956</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="413" name="Tapir">
    <dbid>268</dbid>
    <displaynameid>25962</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\tapir\tapir.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\tapir\tapir_icon.png</icon>
    <portraiticon>resources\art\units\animals\tapir\tapir_portrait.png</portraiticon>
    <rollovertextid>25961</rollovertextid>
    <shortrollovertextid>25960</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="414" name="CrateofFood">
    <dbid>274</dbid>
    <displaynameid>26021</displaynameid>
    <editornameid>33048</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>26020</rollovertextid>
    <shortrollovertextid>26019</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="415" name="CrateofWood">
    <dbid>275</dbid>
    <displaynameid>26025</displaynameid>
    <editornameid>33052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>26024</rollovertextid>
    <shortrollovertextid>26023</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">100.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="416" name="CrateofCoin">
    <dbid>276</dbid>
    <displaynameid>26029</displaynameid>
    <editornameid>33044</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>26028</rollovertextid>
    <shortrollovertextid>26027</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">100.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="417" name="Plantation">
    <dbid>278</dbid>
    <displaynameid>26042</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <placementobstructionradiusx>7.5000</placementobstructionradiusx>
    <placementobstructionradiusz>7.5000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\plantation\plantation.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\plantation\plantation_icon.png</icon>
    <portraiticon>resources\art\buildings\plantation\plantation_portrait.png</portraiticon>
    <rollovertextid>26041</rollovertextid>
    <shortrollovertextid>26040</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>240.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Wood">600.0000</cost>
    <initialresource resourcetype="Gold">999.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <tech row="0" page="1" column="0">EarthCeremony</tech>
    <tech row="0" page="1" column="0">EarthCeremonyNoMine</tech>
    <tech row="0" page="1" column="0">EarthGiftCeremony</tech>
    <tech row="0" page="1" column="0">EarthGiftCeremonyNoMine</tech>
    <tech row="0" page="1" column="0">Homesteading</tech>
    <tech row="0" page="1" column="0">Bookkeeping</tech>
    <tech row="0" page="2" column="0">BigPlantationTezcatlipoca</tech>
    <tech row="0" page="1" column="0">ImpExcessiveTributeNative</tech>
    <tech row="0" page="1" column="0">ImpExcessiveTributeNativeNoMine</tech>
    <tech row="0" page="2" column="0">BigPlantationGunTrade</tech>
    <tech row="0" page="1" column="0">OreRefining</tech>
    <tech row="0" page="2" column="0">BigPlantationMapleFestival</tech>
    <tech row="0" page="2" column="0">deBigPlantationCoca</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>plantation.tactics</tactics>
    <protoaction>
      <name>AutoGatherGold</name>
      <type>AutoGather</type>
      <rate type="Gold">0.800000</rate>
    </protoaction>
  </unit>
  <unit id="418" name="Capybara">
    <dbid>279</dbid>
    <displaynameid>26053</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\capybara\capybara.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\capybara\capybara_icon.png</icon>
    <portraiticon>resources\art\units\animals\capybara\capybara_portrait.png</portraiticon>
    <rollovertextid>26052</rollovertextid>
    <shortrollovertextid>26051</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="419" name="PetJaguar">
    <dbid>297</dbid>
    <displaynameid>26167</displaynameid>
    <editornameid>26168</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\jaguar\jaguar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\jaguar\jaguar_icon.png</icon>
    <portraiticon>resources\art\units\animals\jaguar\jaguar_portrait.png</portraiticon>
    <rollovertextid>26166</rollovertextid>
    <shortrollovertextid>26165</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>16.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="420" name="BlackBear">
    <dbid>298</dbid>
    <displaynameid>26174</displaynameid>
    <editornameid>33333</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\bear\bear_black.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\bearblack_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\bearblack_portrait.png</portraiticon>
    <rollovertextid>26173</rollovertextid>
    <shortrollovertextid>26172</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>10.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="421" name="Deer">
    <dbid>299</dbid>
    <displaynameid>26178</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\deer\deer.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\deer\deer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\deer\deer_portrait.png</portraiticon>
    <rollovertextid>26177</rollovertextid>
    <shortrollovertextid>26176</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="422" name="MeetingPole">
    <dbid>304</dbid>
    <displaynameid>26208</displaynameid>
    <editornameid>26209</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\meetingpole.xml</animfile>
    <icon>resources\art\objects\meeting_pole\meeting_pole_icon.png</icon>
    <minimapicon>ui\minimap\t</minimapicon>
    <portraiticon>resources\art\objects\meeting_pole\meeting_pole_icon.png</portraiticon>
    <rollovertextid>26207</rollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>PlaceAnywhere</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="423" name="NativeHouseCree">
    <dbid>305</dbid>
    <displaynameid>26213</displaynameid>
    <editornameid>26214</editornameid>
    <subciv>Cree</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\cree.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="424" name="Surgeon">
    <dbid>306</dbid>
    <displaynameid>26218</displaynameid>
    <editornameid>27775</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\surgeons\surgeon.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\surgeons\surgeon_icon.png</icon>
    <portraiticon>resources\art\units\surgeons\surgeon_portrait.png</portraiticon>
    <rollovertextid>26217</rollovertextid>
    <shortrollovertextid>26216</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <train row="0" page="6" column="0">FieldHospital</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <tactics>surgeon.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">20.000000</rate>
    </protoaction>
  </unit>
  <unit id="425" name="Imam">
    <dbid>308</dbid>
    <displaynameid>26226</displaynameid>
    <editornameid>27772</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\priests\imam.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\priests\ottoman_priest_icon.png</icon>
    <portraiticon>resources\art\units\priests\ottoman_priest_portrait.png</portraiticon>
    <rollovertextid>26225</rollovertextid>
    <shortrollovertextid>26224</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CanAutoHeal</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <tactics>healer.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="426" name="NativeHouseLakota">
    <dbid>310</dbid>
    <displaynameid>26234</displaynameid>
    <editornameid>26235</editornameid>
    <subciv>Lakota</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\tipi.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="427" name="NativeHouseNootka">
    <dbid>312</dbid>
    <displaynameid>26253</displaynameid>
    <editornameid>26254</editornameid>
    <subciv>Nootka</subciv>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\longhouse.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="428" name="Caribou">
    <dbid>317</dbid>
    <displaynameid>26292</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\caribou\caribou.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\caribou\caribou_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\caribou\caribou_portrait.png</portraiticon>
    <rollovertextid>26291</rollovertextid>
    <shortrollovertextid>26290</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="429" name="Outpost">
    <dbid>318</dbid>
    <displaynameid>26307</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\outpost\outpost.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\outpost\outpost_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\outpost\outpost_portrait.png</portraiticon>
    <rollovertextid>26306</rollovertextid>
    <shortrollovertextid>26305</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>70.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractOutpost</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <tech row="0" page="1" column="0">FortifiedOutpost</tech>
    <tech row="0" page="1" column="0">FrontierOutpost</tech>
    <flag>AllowAutoGarrison</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="1" column="1">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="7">Delete</command>
    <command>CancelNativeDance</command>
    <command>StartNativeDance</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="430" name="Moose">
    <dbid>326</dbid>
    <displaynameid>26507</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\moose\moose.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\moose\moose_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\moose\moose_icon_portrait.png</portraiticon>
    <rollovertextid>26504</rollovertextid>
    <shortrollovertextid>26503</shortrollovertextid>
    <initialhitpoints>30.0000</initialhitpoints>
    <maxhitpoints>30.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="431" name="MuskOx">
    <dbid>327</dbid>
    <displaynameid>26510</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\musk_ox\musk_ox.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\musk_ox\musk_ox_icon.png</icon>
    <portraiticon>resources\art\units\animals\musk_ox\musk_ox_portrait.png</portraiticon>
    <rollovertextid>26509</rollovertextid>
    <shortrollovertextid>26508</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>NatureClass</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="432" name="Cougar">
    <dbid>330</dbid>
    <displaynameid>26516</displaynameid>
    <editornameid>33337</editornameid>
    <obstructionradiusx>0.6400</obstructionradiusx>
    <obstructionradiusz>0.6400</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\cougar\cougar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\cougar\cougar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\cougar\cougar_portrait.png</portraiticon>
    <rollovertextid>26515</rollovertextid>
    <shortrollovertextid>26514</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>10.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Military</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="433" name="BighornSheep">
    <dbid>331</dbid>
    <displaynameid>26520</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\bighorn_sheep\bighorn_sheep.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bighorn_sheep\bighorn_sheep_icon.png</icon>
    <portraiticon>resources\art\units\animals\bighorn_sheep\bighorn_sheep_portrait.png</portraiticon>
    <rollovertextid>26519</rollovertextid>
    <shortrollovertextid>26518</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="434" name="Market">
    <dbid>337</dbid>
    <displaynameid>26749</displaynameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\market\market.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\market\market_icon.png</icon>
    <portraiticon>resources\art\buildings\market\market_portrait.png</portraiticon>
    <rollovertextid>26748</rollovertextid>
    <shortrollovertextid>26747</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractMarket</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="1" column="0">SteelTraps</tech>
    <tech row="0" page="1" column="1">CircularSaw</tech>
    <tech row="0" page="1" column="4">GreatCoat</tech>
    <tech row="0" page="1" column="3">Blunderbuss</tech>
    <tech row="0" page="1" column="0">HuntingDogs</tech>
    <tech row="0" page="1" column="1">Gangsaw</tech>
    <tech row="0" page="1" column="1">LogFlume</tech>
    <tech row="0" page="2" column="0">BigMarketNewYear</tech>
    <tech row="0" page="2" column="0">deBigMarketIntiFestival</tech>
    <tech row="0" page="1" column="1">LumberCeremony</tech>
    <tech row="0" page="1" column="1">ForestSpiritCeremony</tech>
    <tech row="0" page="1" column="1">ImpDeforestationNative</tech>
    <tech row="0" page="1" column="4">GreatCoat</tech>
    <tech row="0" page="1" column="3">Blunderbuss</tech>
    <tech row="0" page="1" column="0">HuntingDogs</tech>
    <tech row="0" page="1" column="1">Gangsaw</tech>
    <tech row="0" page="1" column="1">LogFlume</tech>
    <tech row="0" page="1" column="3">SpiritMedicine</tech>
    <tech row="0" page="1" column="1">ForestPeopleCeremony</tech>
    <tech row="0" page="1" column="2">PlacerMines</tech>
    <tech row="0" page="1" column="2">Amalgamation</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="7" column="1">MarketBuy2</command>
    <command page="7" column="0">MarketBuy1</command>
    <command page="8" column="0">MarketSell1</command>
    <command page="8" column="1">MarketSell2</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Gold">1.750000</rate>
    </protoaction>
  </unit>
  <unit id="435" name="FootprintWheel">
    <dbid>340</dbid>
    <displaynameid>26818</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\footprints\footprint_wheel.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="436" name="WhiteJaguar">
    <dbid>343</dbid>
    <displaynameid>26832</displaynameid>
    <editornameid>26833</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\white_jaguar\white_jaguar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\spc\white_jaguar\jaguar_white_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\white_jaguar\jaguar_white_portrait.png</portraiticon>
    <rollovertextid>26831</rollovertextid>
    <shortrollovertextid>29007</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>6.0000</bounty>
    <buildbounty>6.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="437" name="NativeHouseMaya">
    <dbid>345</dbid>
    <displaynameid>26940</displaynameid>
    <editornameid>26941</editornameid>
    <subciv>Maya</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\native house maya.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="438" name="Turkey">
    <dbid>346</dbid>
    <displaynameid>27054</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\turkey\turkey.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\turkey\turkey_portrait.png</icon>
    <portraiticon>resources\art\units\animals\turkey\turkey_portrait.png</portraiticon>
    <rollovertextid>27053</rollovertextid>
    <shortrollovertextid>27052</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="439" name="MercBarbaryCorsair">
    <dbid>351</dbid>
    <displaynameid>27311</displaynameid>
    <editornameid>27312</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\barbary_corsair\barbary_corsair.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_portrait.png</portraiticon>
    <rollovertextid>27310</rollovertextid>
    <shortrollovertextid>27309</shortrollovertextid>
    <initialhitpoints>315.0000</initialhitpoints>
    <maxhitpoints>315.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="440" name="CoveredWagon">
    <dbid>352</dbid>
    <displaynameid>27330</displaynameid>
    <editornameid>34134</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\villagers\covered_wagon\covered_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\s</minimapicon>
    <portraiticon>resources\art\units\villagers\covered_wagon\covered_wagon_portrait.png</portraiticon>
    <rollovertextid>27329</rollovertextid>
    <shortrollovertextid>27328</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeTCBuildLimit</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TownCenter">1.330000</rate>
    </protoaction>
  </unit>
  <unit id="441" name="Frigate">
    <dbid>353</dbid>
    <displaynameid>27684</displaynameid>
    <editornameid>27685</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\frigate\frigate.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\frigate\frigate_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\frigate\frigate_icon_portrait.png</portraiticon>
    <rollovertextid>27683</rollovertextid>
    <shortrollovertextid>27682</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>100.0000</buildbounty>
    <cost resourcetype="Wood">500.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>90.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>180.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="442" name="Fluyt">
    <dbid>355</dbid>
    <displaynameid>27698</displaynameid>
    <editornameid>27699</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\fluyt\fluyt.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\fluyt\fluyt_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\fluyt\fluyt_portrait.png</portraiticon>
    <rollovertextid>27697</rollovertextid>
    <shortrollovertextid>27696</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>4</buildlimit>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="4">Crossbowman</train>
    <train row="0" page="0" column="4">Crossbowman</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="0">Pikeman</train>
    <train row="0" page="0" column="0">Pikeman</train>
    <train row="0" page="0" column="1">Musketeer</train>
    <train row="0" page="0" column="1">Musketeer</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="1">deCarolean</train>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="3">deBolasWarrior</train>
    <train row="0" page="0" column="4">deSlinger</train>
    <train row="0" page="0" column="5">deMaceman</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fluyt.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="443" name="Galleon">
    <dbid>356</dbid>
    <displaynameid>27705</displaynameid>
    <editornameid>27706</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galleon\galleon.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>27738</rollovertextid>
    <shortrollovertextid>27703</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <train row="0" page="0" column="10">AbusGun</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cossack</train>
    <train row="0" page="0" column="6">Uhlan</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="8">CavalryArcher</train>
    <train row="0" page="0" column="8">Dragoon</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="2">ypSepoy</train>
    <train row="0" page="0" column="1">ypUrumi</train>
    <train row="0" page="0" column="4">ypZamburak</train>
    <train row="0" page="0" column="3">ypSowar</train>
    <train row="0" page="0" column="3">ypNatMercGurkha</train>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="3">deBolasWarrior</train>
    <train row="0" page="0" column="4">deSlinger</train>
    <train row="0" page="0" column="5">deMaceman</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>galleon.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="444" name="Galley">
    <dbid>357</dbid>
    <displaynameid>27712</displaynameid>
    <editornameid>27713</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>10.0000</maxvelocity>
    <maxrunvelocity>12.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galley\galley.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galley\galley_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galley\galley_portrait.png</portraiticon>
    <rollovertextid>27711</rollovertextid>
    <shortrollovertextid>27710</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>caravel.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractWhale">0.500000</rate>
      <rate type="AbstractFish">0.670000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="445" name="Privateer">
    <dbid>359</dbid>
    <displaynameid>27726</displaynameid>
    <editornameid>27727</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\privateer\privateer.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\privateer\privateer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\privateer\privateer_icon_portrait.png</portraiticon>
    <rollovertextid>27725</rollovertextid>
    <shortrollovertextid>27724</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">500.0000</cost>
    <cost resourcetype="Ships">1.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType5</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="0">Abilities</command>
    <tactics>privateer.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>AutoGatherGold</name>
      <type>AutoGather</type>
      <rate type="Gold">0.500000</rate>
    </protoaction>
  </unit>
  <unit id="446" name="NuggetCave">
    <dbid>364</dbid>
    <displaynameid>27893</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\cave\cave_dirt_nugget.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>27892</rollovertextid>
    <shortrollovertextid>27891</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="447" name="TreeYukon">
    <dbid>365</dbid>
    <displaynameid>27900</displaynameid>
    <editornameid>27901</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_yukon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>27899</rollovertextid>
    <shortrollovertextid>27898</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="448" name="TreeYukonSnow">
    <dbid>371</dbid>
    <displaynameid>27944</displaynameid>
    <editornameid>27945</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_yukon_snow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>27943</rollovertextid>
    <shortrollovertextid>27942</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="449" name="IGCChilche">
    <dbid>385</dbid>
    <displaynameid>28082</displaynameid>
    <editornameid>28083</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chilche_young\igc_chilche_young.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\chilche_young\chilche_young_icon.png</icon>
    <portraiticon>resources\art\units\spc\chilche_young\chilche_young_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="450" name="Cow">
    <dbid>398</dbid>
    <displaynameid>28186</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\cow\cow.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\cow\cow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\cow\cow_portrait.png</portraiticon>
    <rollovertextid>28185</rollovertextid>
    <shortrollovertextid>28184</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">80.0000</cost>
    <carrycapacity resourcetype="Food">500.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Herdable</unittype>
    <unittype>Food</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.250000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">1.000000</rate>
      <rate type="Farm">1.000000</rate>
      <rate type="ypVillage">1.000000</rate>
      <rate type="YPLivestockPenAsian">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.140000</rate>
    </protoaction>
  </unit>
  <unit id="451" name="Wolf">
    <dbid>409</dbid>
    <displaynameid>28233</displaynameid>
    <editornameid>28719</editornameid>
    <obstructionradiusx>0.6400</obstructionradiusx>
    <obstructionradiusz>0.6400</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\wolf_icon_portrait.png</portraiticon>
    <rollovertextid>28232</rollovertextid>
    <shortrollovertextid>28231</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>10.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="452" name="Horse">
    <dbid>410</dbid>
    <displaynameid>28237</displaynameid>
    <editornameid>42757</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\horse\horse.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\horse\horse_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\horse\horse_portrait.png</portraiticon>
    <rollovertextid>28236</rollovertextid>
    <shortrollovertextid>28235</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="453" name="IGCWashington">
    <dbid>416</dbid>
    <displaynameid>28255</displaynameid>
    <editornameid>28256</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\george_washington\igc_george_washington.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\george_washington\george_washington_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\george_washington\george_washington_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="454" name="AIStart">
    <dbid>419</dbid>
    <displaynameid>28351</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <los>0.0000</los>
    <socketunittype>AIStart</socketunittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>OnlyInEditor</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="455" name="IGCStuart">
    <dbid>422</dbid>
    <displaynameid>28376</displaynameid>
    <editornameid>28377</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\stuart_black\igc_stuart_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\stuart_black\stuart_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\stuart_black\stuart_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="456" name="TreeSaguenay">
    <dbid>423</dbid>
    <displaynameid>28441</displaynameid>
    <editornameid>28442</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_saguenay.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>28440</rollovertextid>
    <shortrollovertextid>28439</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="457" name="Boneguard">
    <dbid>429</dbid>
    <displaynameid>28478</displaynameid>
    <editornameid>28479</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\boneguard\boneguard.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\boneguard\boneguard_age1_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\boneguard\boneguard_age1_portrait.png</portraiticon>
    <rollovertextid>28477</rollovertextid>
    <shortrollovertextid>28476</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>7.000000</damage>
      <damagetype>Siege</damagetype>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="458" name="WhiteWolf">
    <dbid>440</dbid>
    <displaynameid>28571</displaynameid>
    <editornameid>36191</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\white_wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\white_wolf_portrait.png</portraiticon>
    <rollovertextid>38154</rollovertextid>
    <shortrollovertextid>38171</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>10.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>23.0000</bounty>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>Tracked</flag>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="459" name="Mine">
    <dbid>442</dbid>
    <displaynameid>28577</displaynameid>
    <editornameid>33757</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\silver_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>28576</rollovertextid>
    <shortrollovertextid>28575</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">2000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>3.0</scalingaurascale>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>MinedResource</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="460" name="Rhea">
    <dbid>459</dbid>
    <displaynameid>28615</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\rhea\rhea.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\rhea\rhea_portrait.png</icon>
    <portraiticon>resources\art\units\animals\rhea\rhea_portrait.png</portraiticon>
    <rollovertextid>28614</rollovertextid>
    <shortrollovertextid>28613</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="461" name="PetCougar">
    <dbid>462</dbid>
    <displaynameid>28635</displaynameid>
    <editornameid>28636</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\cougar\cougar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\cougar\pet_cougar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\cougar\cougar_portrait.png</portraiticon>
    <rollovertextid>28634</rollovertextid>
    <shortrollovertextid>28633</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>16.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="462" name="PetGrizzly">
    <dbid>463</dbid>
    <displaynameid>28642</displaynameid>
    <editornameid>28643</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\bear\bear_grizzly.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\beargrizzly_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\beargrizzly_portrait.png</portraiticon>
    <rollovertextid>28641</rollovertextid>
    <shortrollovertextid>28640</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Food">250.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="463" name="PetPolarBear">
    <dbid>464</dbid>
    <displaynameid>28649</displaynameid>
    <editornameid>28650</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\bear\bear_polar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\bearpolar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\bearpolar_portrait.png</portraiticon>
    <rollovertextid>28648</rollovertextid>
    <shortrollovertextid>28647</shortrollovertextid>
    <initialhitpoints>420.0000</initialhitpoints>
    <maxhitpoints>420.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>45.0000</bounty>
    <buildbounty>45.0000</buildbounty>
    <cost resourcetype="Food">450.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="464" name="PetWolf">
    <dbid>465</dbid>
    <displaynameid>28656</displaynameid>
    <editornameid>28657</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\wolf_icon_portrait.png</portraiticon>
    <rollovertextid>28655</rollovertextid>
    <shortrollovertextid>28654</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="465" name="Coyote">
    <dbid>473</dbid>
    <displaynameid>28716</displaynameid>
    <editornameid>28718</editornameid>
    <obstructionradiusx>0.6400</obstructionradiusx>
    <obstructionradiusz>0.6400</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\wolf_icon_portrait.png</portraiticon>
    <rollovertextid>28715</rollovertextid>
    <shortrollovertextid>28714</shortrollovertextid>
    <initialhitpoints>80.0000</initialhitpoints>
    <maxhitpoints>80.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>10.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="466" name="FishCod">
    <dbid>476</dbid>
    <displaynameid>28761</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\fish.xml</animfile>
    <icon>resources\art\units\animals\fish\cod_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\cod_portrait.png</portraiticon>
    <rollovertextid>28760</rollovertextid>
    <shortrollovertextid>28759</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Invulnerable</flag>
    <flag>NonSolid</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="467" name="ExplorerDog">
    <dbid>483</dbid>
    <displaynameid>28974</displaynameid>
    <editornameid>28975</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\wardogs\wardog.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\wardogs\war_dog_icon_64x64.png</icon>
    <portraiticon>resources\art\units\wardogs\war_dog_portrait.png</portraiticon>
    <rollovertextid>28973</rollovertextid>
    <shortrollovertextid>28972</shortrollovertextid>
    <initialhitpoints>215.0000</initialhitpoints>
    <maxhitpoints>215.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>1.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>10.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="468" name="LivestockPen">
    <dbid>484</dbid>
    <displaynameid>29032</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\livestock pen\livestock pen.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>livestockpen</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\livestock pen\livestock_pen_icon.png</icon>
    <portraiticon>resources\art\buildings\livestock pen\livestock_pen_portrait.png</portraiticon>
    <rollovertextid>29031</rollovertextid>
    <shortrollovertextid>29030</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>10.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Food</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <train row="0" page="0" column="0">Sheep</train>
    <tech row="0" page="1" column="5">SelectiveBreeding</tech>
    <flag>UnlimitedSupply</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
  </unit>
  <unit id="469" name="TreeTexas">
    <dbid>486</dbid>
    <displaynameid>29062</displaynameid>
    <editornameid>29063</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_texas.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29061</rollovertextid>
    <shortrollovertextid>29060</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="470" name="TreeTexasDirt">
    <dbid>487</dbid>
    <displaynameid>29067</displaynameid>
    <editornameid>29068</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_texasdirt.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29066</rollovertextid>
    <shortrollovertextid>29065</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="471" name="TreeGreatLakes">
    <dbid>488</dbid>
    <displaynameid>29072</displaynameid>
    <editornameid>29073</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_greatlakes.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29071</rollovertextid>
    <shortrollovertextid>29070</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="472" name="TreeNewEngland">
    <dbid>491</dbid>
    <displaynameid>29108</displaynameid>
    <editornameid>29109</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_newengland.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29107</rollovertextid>
    <shortrollovertextid>29106</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="473" name="PetCoyote">
    <dbid>497</dbid>
    <displaynameid>29162</displaynameid>
    <editornameid>29163</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\wolf_icon_portrait.png</portraiticon>
    <rollovertextid>29161</rollovertextid>
    <shortrollovertextid>29160</shortrollovertextid>
    <initialhitpoints>45.0000</initialhitpoints>
    <maxhitpoints>45.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>8.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>5.0000</bounty>
    <buildbounty>5.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="474" name="OutlawRider">
    <dbid>498</dbid>
    <displaynameid>29169</displaynameid>
    <editornameid>29195</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>10.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>29168</rollovertextid>
    <shortrollovertextid>29167</shortrollovertextid>
    <initialhitpoints>390.0000</initialhitpoints>
    <maxhitpoints>390.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>predatorCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>8.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="475" name="OutlawBlowgunner">
    <dbid>500</dbid>
    <displaynameid>29183</displaynameid>
    <editornameid>29196</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\spc\outlaws\outlaw_blowgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\blowgun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\blowgun_portrait.png</portraiticon>
    <rollovertextid>29182</rollovertextid>
    <shortrollovertextid>29181</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorarcher.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>8.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="476" name="OutlawRifleman">
    <dbid>501</dbid>
    <displaynameid>29190</displaynameid>
    <editornameid>29198</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\spc\outlaws\outlaw_shotgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_shotgun_icon.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_shotgun_portrait.png</portraiticon>
    <rollovertextid>29189</rollovertextid>
    <shortrollovertextid>29188</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>17.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>9.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>Guardian</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>predatorRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>15.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="477" name="TreeGreatPlains">
    <dbid>503</dbid>
    <displaynameid>29269</displaynameid>
    <editornameid>29270</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_greatplains.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29268</rollovertextid>
    <shortrollovertextid>29267</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="478" name="Inuksuk">
    <dbid>508</dbid>
    <displaynameid>29340</displaynameid>
    <editornameid>29337</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_ruins\ruins.xml</animfile>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoUnitAI</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="479" name="Travois">
    <dbid>511</dbid>
    <displaynameid>29375</displaynameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trade\travois.xml</animfile>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>29374</rollovertextid>
    <shortrollovertextid>29373</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <trainpoints>30.0000</trainpoints>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="480" name="Stagecoach">
    <dbid>512</dbid>
    <displaynameid>29379</displaynameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trade\trade_stagecoach.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\stagecoach_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\stagecoach_portrait.png</portraiticon>
    <rollovertextid>29378</rollovertextid>
    <shortrollovertextid>29377</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>8.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="481" name="HotAirBalloon">
    <dbid>518</dbid>
    <displaynameid>29591</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\balloons\balloon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\balloons\hot_air_balloon.png</icon>
    <portraiticon>resources\art\units\balloons\hot_air_balloon_portrait.png</portraiticon>
    <rollovertextid>29590</rollovertextid>
    <shortrollovertextid>29592</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>44.0000</los>
    <unitaitype>Passive</unitaitype>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>Doppled</flag>
    <flag>FlyingUnit</flag>
    <flag>NoTieToGround</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="482" name="CWallGate">
    <dbid>523</dbid>
    <displaynameid>29634</displaynameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_gate.xml</animfile>
    <allowedheightvariance>4.0000</allowedheightvariance>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\wall\wall_portrait.png</icon>
    <portraiticon>resources\art\buildings\wall\gate_portrait.png</portraiticon>
    <rollovertextid>29633</rollovertextid>
    <shortrollovertextid>29632</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <buildpoints>15.0000</buildpoints>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Doppled</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>PlayerOwnsObstruction</flag>
    <flag>SelectWithObstruction</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>wallBuild</flag>
    <flag>ColonyBuilding</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="483" name="Alligator">
    <dbid>524</dbid>
    <displaynameid>29646</displaynameid>
    <editornameid>33336</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\alligator\alligator_land.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\alligator\alligator_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\alligator\alligator_portrait.png</portraiticon>
    <rollovertextid>29645</rollovertextid>
    <shortrollovertextid>29644</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="484" name="Pirate">
    <dbid>525</dbid>
    <displaynameid>29650</displaynameid>
    <editornameid>29651</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\spc\pirates\pirates.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\pirates\pirate_icon.png</icon>
    <portraiticon>resources\art\units\spc\pirates\pirate_portrait.png</portraiticon>
    <rollovertextid>69580</rollovertextid>
    <shortrollovertextid>69580</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>12.0000</bounty>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Guardian</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorHandInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="485" name="NativeScout">
    <dbid>527</dbid>
    <displaynameid>29664</displaynameid>
    <editornameid>29665</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aymara_scout.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\miskatonic_scout_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\miskatonic_scout_portrait.png</portraiticon>
    <rollovertextid>29663</rollovertextid>
    <shortrollovertextid>29662</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractFindScout</unittype>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>HeroName2</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>nativescout.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>3.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="486" name="TreeBayou">
    <dbid>528</dbid>
    <displaynameid>29671</displaynameid>
    <editornameid>29672</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_bayou.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>29670</rollovertextid>
    <shortrollovertextid>29669</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="487" name="FieldHospital">
    <dbid>534</dbid>
    <displaynameid>29733</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\field_hospital\field_hospital.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\field_hospital\field_hostpital_icon.png</icon>
    <portraiticon>resources\art\buildings\field_hospital\field_hostpital_portrait.png</portraiticon>
    <rollovertextid>29732</rollovertextid>
    <shortrollovertextid>29731</shortrollovertextid>
    <legacyhotkeycontext>ChurchAccel</legacyhotkeycontext>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>15.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>4</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindOtherMilitaryBuilding</unittype>
    <train row="0" page="0" column="0">Surgeon</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractArtillery</contain>
    <contain>AbstractLightInfantry</contain>
    <contain>AbstractCavalry</contain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHeavyInfantry</contain>
    <command page="10" column="7">Delete</command>
    <tactics>fieldhospital.tactics</tactics>
  </unit>
  <unit id="488" name="NuggetWolfTreebent">
    <dbid>542</dbid>
    <displaynameid>29884</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\wolf_treebent\nugget_wolf_treebent.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>29883</rollovertextid>
    <shortrollovertextid>29882</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Doppled</flag>
    <flag>ObscuresUnits</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="489" name="NuggetWolfRock">
    <dbid>543</dbid>
    <displaynameid>29889</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\wolf_rock\nugget_wolf_rock.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>29888</rollovertextid>
    <shortrollovertextid>29887</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoUnitAI</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="490" name="SocketTradeRoute">
    <dbid>551</dbid>
    <displaynameid>29937</displaynameid>
    <editornameid>29999</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <socketoffsetx>-3.0000</socketoffsetx>
    <socketoffsetz>0.0000</socketoffsetz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\trade_route_socket.xml</animfile>
    <icon>resources\art\trade_route\trade1.png</icon>
    <minimapicon>ui\minimap\t</minimapicon>
    <portraiticon>resources\art\trade_route\trade_route_1_portrait.png</portraiticon>
    <rollovertextid>30051</rollovertextid>
    <shortrollovertextid>30052</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>FlattenGround</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>AlwaysShowAsSocket</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="491" name="SocketCaribs">
    <dbid>553</dbid>
    <displaynameid>29939</displaynameid>
    <editornameid>29988</editornameid>
    <subciv>Caribs</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\blowgun_portrait.png</portraiticon>
    <rollovertextid>32931</rollovertextid>
    <shortrollovertextid>38257</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="492" name="SocketComanche">
    <dbid>554</dbid>
    <displaynameid>29940</displaynameid>
    <editornameid>29990</editornameid>
    <subciv>Comanche</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\horse_archer_portrait.png</portraiticon>
    <rollovertextid>32933</rollovertextid>
    <shortrollovertextid>38255</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="493" name="SocketCree">
    <dbid>555</dbid>
    <displaynameid>29941</displaynameid>
    <editornameid>29991</editornameid>
    <subciv>Cree</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\cree_tracker_portrait.png</portraiticon>
    <rollovertextid>32934</rollovertextid>
    <shortrollovertextid>38254</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="494" name="SocketInca">
    <dbid>556</dbid>
    <displaynameid>29942</displaynameid>
    <editornameid>29993</editornameid>
    <subciv>Incas</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\bola_portrait.png</portraiticon>
    <rollovertextid>32935</rollovertextid>
    <shortrollovertextid>38250</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="495" name="SocketIroquois">
    <dbid>557</dbid>
    <displaynameid>29943</displaynameid>
    <editornameid>29994</editornameid>
    <subciv>Iroquois</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\IRO_tomahawk_portrait.png</portraiticon>
    <rollovertextid>32936</rollovertextid>
    <shortrollovertextid>38249</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="496" name="SocketLakota">
    <dbid>558</dbid>
    <displaynameid>29944</displaynameid>
    <editornameid>29995</editornameid>
    <subciv>Lakota</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\sx_axe_rider_portrait.png</portraiticon>
    <rollovertextid>32937</rollovertextid>
    <shortrollovertextid>38248</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="497" name="SocketMaya">
    <dbid>559</dbid>
    <displaynameid>29945</displaynameid>
    <editornameid>29996</editornameid>
    <subciv>Maya</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\holcan_spearman_portrait.png</portraiticon>
    <rollovertextid>32938</rollovertextid>
    <shortrollovertextid>38247</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="498" name="SocketNootka">
    <dbid>560</dbid>
    <displaynameid>29946</displaynameid>
    <editornameid>29997</editornameid>
    <subciv>Nootka</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\clubman_icon_portrait.png</portraiticon>
    <rollovertextid>32939</rollovertextid>
    <shortrollovertextid>38246</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="499" name="SocketSeminole">
    <dbid>561</dbid>
    <displaynameid>29947</displaynameid>
    <editornameid>29998</editornameid>
    <subciv>Seminoles</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\sharktooth_bow_portrait.png</portraiticon>
    <rollovertextid>30053</rollovertextid>
    <shortrollovertextid>30054</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="500" name="SocketCherokee">
    <dbid>562</dbid>
    <displaynameid>29948</displaynameid>
    <editornameid>29989</editornameid>
    <subciv>Cherokee</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\rifleman_portrait.png</portraiticon>
    <rollovertextid>32932</rollovertextid>
    <shortrollovertextid>38256</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="501" name="SocketAztec">
    <dbid>564</dbid>
    <displaynameid>29954</displaynameid>
    <editornameid>29987</editornameid>
    <subciv>Aztecs</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\art\units\natives\jaguar_warrior_portrait.png</portraiticon>
    <rollovertextid>32930</rollovertextid>
    <shortrollovertextid>38258</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="502" name="NuggetCoveredWagon">
    <dbid>587</dbid>
    <displaynameid>30146</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\nugget_covered_wagon\nugget_covered_wagon.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>Doppled</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="503" name="ShaderObject">
    <dbid>595</dbid>
    <displaynameid>30197</displaynameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\shader_object\shader_object.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>OnlyInEditor</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="504" name="Drummer">
    <dbid>596</dbid>
    <displaynameid>30201</displaynameid>
    <editornameid>30202</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\squad\drummer\drummer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\squad\drummer\drummer_icon.png</icon>
    <portraiticon>resources\art\units\squad\drummer\drummer_icon.png</portraiticon>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="9" column="0">Tactic1</command>
    <command page="9" column="1">Tactic5</command>
    <command page="9" column="2">Tactic6</command>
    <command page="9" column="3">SquadLock</command>
    <command page="9" column="4">SquadUnlock</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
  </unit>
  <unit id="505" name="FlagBearerDefault">
    <dbid>597</dbid>
    <displaynameid>30208</displaynameid>
    <editornameid>30209</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>10.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\squad\flag_bearer\flag_bearer_default.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\squad\flag_bearer\flag_bearer_icon.png</icon>
    <portraiticon>resources\art\units\squad\flag_bearer\flag_bearer_portrait.png</portraiticon>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>Invulnerable</flag>
    <flag>NotDeleteable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="9" column="0">Tactic1</command>
    <command page="9" column="1">Tactic5</command>
    <command page="9" column="2">Tactic6</command>
    <command page="9" column="3">SquadLock</command>
    <command page="9" column="4">SquadUnlock</command>
    <tactics>envoy.tactics</tactics>
  </unit>
  <unit id="506" name="BerryBush">
    <dbid>599</dbid>
    <displaynameid>30221</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_berrybush.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\berrybush_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\berrybush_portriat.png</portraiticon>
    <rollovertextid>30220</rollovertextid>
    <shortrollovertextid>30219</shortrollovertextid>
    <initialresource resourcetype="Food">1000.0000</initialresource>
    <resourcesubtype>forage</resourcesubtype>
    <gathererlimit>8</gathererlimit>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>1.8</scalingaurascale>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>AbstractFruit</unittype>
    <unittype>AbstractBerryBush</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceToGaia</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="507" name="Capitol">
    <dbid>601</dbid>
    <displaynameid>30241</displaynameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\capitol\capitol.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\capitol\capitol_icon.png</icon>
    <portraiticon>resources\art\buildings\capitol\capitol_portrait.png</portraiticon>
    <rollovertextid>30240</rollovertextid>
    <shortrollovertextid>30239</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>4</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="1" column="6">ImpDeforestation</tech>
    <tech row="0" page="1" column="7">ImpExcessiveTaxation</tech>
    <tech row="0" page="1" column="3">ImpKnighthood</tech>
    <tech row="0" page="1" column="4">ImpImmigrants</tech>
    <tech row="0" page="1" column="5">ImpLargeScaleAgriculture</tech>
    <tech row="0" page="1" column="3">ImpPeerage</tech>
    <tech row="0" page="1" column="8">ImpArtilleryRegiments</tech>
    <tech row="0" page="1" column="9">ImpLegendaryNatives</tech>
    <tech row="0" page="1" column="0">HCBlockade</tech>
    <tech row="0" page="1" column="1">Spies</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="508" name="NatAxeRiderDogSoldier">
    <dbid>610</dbid>
    <displaynameid>30326</displaynameid>
    <editornameid>30327</editornameid>
    <populationcount>0</populationcount>
    <subciv>Lakota</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\dogsoldier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_dog_soldier_icon.png</icon>
    <portraiticon>resources\art\units\sx_dog_soldier_portrait.png</portraiticon>
    <rollovertextid>30325</rollovertextid>
    <shortrollovertextid>30324</shortrollovertextid>
    <initialhitpoints>730.0000</initialhitpoints>
    <maxhitpoints>730.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>42.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>42.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>42.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>84.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="509" name="Manor">
    <dbid>626</dbid>
    <displaynameid>30633</displaynameid>
    <editornameid>30636</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\house_west.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house\house_portrait.png</portraiticon>
    <rollovertextid>30632</rollovertextid>
    <shortrollovertextid>30631</shortrollovertextid>
    <initialhitpoints>1800.0000</initialhitpoints>
    <maxhitpoints>1800.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>81.0000</bounty>
    <buildbounty>27.0000</buildbounty>
    <cost resourcetype="Wood">135.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <train row="0" page="1" column="0">xpColonialMilitia</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>house.tactics</tactics>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>Spawn</name>
      <rate type="Settler">0.000000</rate>
      <rate type="Longbowman">0.000000</rate>
    </protoaction>
  </unit>
  <unit id="510" name="SettlerWagon">
    <dbid>627</dbid>
    <displaynameid>30679</displaynameid>
    <editornameid>34133</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\settler_wagon\settler_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\villagers\settler_wagon\settler_wagon_icon.png</icon>
    <portraiticon>resources\art\units\villagers\settler_wagon\settler_wagon_portrait.png</portraiticon>
    <rollovertextid>30678</rollovertextid>
    <shortrollovertextid>30677</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>AbstractDoubleVillager</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="19">TownCenter</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>settlerWagon.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.060000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">5.750000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">2.000000</rate>
      <rate type="House">2.000000</rate>
      <rate type="Manor">2.000000</rate>
      <rate type="Church">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">20.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">1.000000</rate>
      <rate type="Mill">1.340000</rate>
      <rate type="Plantation">1.000000</rate>
      <rate type="Herdable">4.000000</rate>
      <rate type="Huntable">1.700000</rate>
      <rate type="AbstractMine">1.200000</rate>
      <rate type="AbstractBerryBush">1.340000</rate>
      <rate type="Farm">1.000000</rate>
      <rate type="ypBerryBuilding">1.340000</rate>
      <rate type="ypRicePaddy" resource="Food">1.000000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.680000</rate>
      <rate type="ypGroveBuilding">1.000000</rate>
      <rate type="deFurTrade">1.200000</rate>
      <rate type="AbstractInfiniteCrate">16.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="511" name="Monitor">
    <dbid>643</dbid>
    <displaynameid>30923</displaynameid>
    <editornameid>30924</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\monitor\monitor.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\monitor\monitor_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\monitor\monitor_icon_portrait.png</portraiticon>
    <rollovertextid>30922</rollovertextid>
    <shortrollovertextid>30921</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>38.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>2</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">600.0000</cost>
    <cost resourcetype="Gold">200.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>bombardShip.tactics</tactics>
    <protoaction>
      <name>LongRangeAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>70.000000</maxrange>
      <rof>20.000000</rof>
      <damagecap>400.000000</damagecap>
      <damagebonus type="Building">10.000000</damagebonus>
      <damagearea>10.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Dock">0.100000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
      <damagebonus type="YPDockAsian">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MortarAttack</name>
      <damage>80.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>36.000000</maxrange>
      <rof>5.000000</rof>
      <damagecap>160.000000</damagecap>
      <damagebonus type="Building">10.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Dock">0.100000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
      <damagebonus type="YPDockAsian">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="512" name="Miner">
    <dbid>647</dbid>
    <displaynameid>31145</displaynameid>
    <editornameid>31146</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\miner\miner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\miner\miner_icon.png</icon>
    <portraiticon>resources\art\units\spc\miner\miner_portrait.png</portraiticon>
    <rollovertextid>31144</rollovertextid>
    <shortrollovertextid>31143</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Dynamite</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="0" column="0">RockBridgeRight</train>
    <train row="0" page="0" column="1">RockBridgeLeft</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>miner.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="RockBridgeLeft">1.000000</rate>
      <rate type="RockBridgeRight">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractMine">0.500000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>GrenadeAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="513" name="CrateofXP">
    <dbid>648</dbid>
    <displaynameid>31180</displaynameid>
    <editornameid>32715</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food.xml</animfile>
    <icon>resources\images\icons\command\generate_fame_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_fame_portrait.png</portraiticon>
    <rollovertextid>38244</rollovertextid>
    <shortrollovertextid>38245</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="XP">85.0000</initialresource>
    <resourcesubtype>Fame</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="514" name="RussianCannon">
    <dbid>654</dbid>
    <displaynameid>31234</displaynameid>
    <editornameid>31235</editornameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.5000</maxvelocity>
    <maxrunvelocity>4.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\spc\russian_cannon\russian_cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\spc\russian_cannon\russian_cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\spc\russian_cannon\russian_cannon_icon_portrait.png</portraiticon>
    <rollovertextid>38145</rollovertextid>
    <shortrollovertextid>31232</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>180.0000</bounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="1">Tactic3</command>
    <command page="9" column="0">Tactic4</command>
    <tactics>spcrussiancannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>650.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>8.000000</rof>
      <damagecap>1350.000000</damagecap>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>RussianGreatCannonBall</projectile>
    </protoaction>
  </unit>
  <unit id="515" name="RockBridgeMiddle">
    <dbid>656</dbid>
    <displaynameid>31246</displaynameid>
    <editornameid>31247</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\RockBridgeMiddle.xml</animfile>
    <deadreplacement>RockBridgeDead</deadreplacement>
    <deadreplacementlifespan>20000</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <icon>resources\art\terrain\rock_bridge\rockbridge_icon_64x64.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\terrain\rock_bridge\rockbridge_portrait.png</portraiticon>
    <rollovertextid>31245</rollovertextid>
    <initialhitpoints>800000.0000</initialhitpoints>
    <maxhitpoints>800000.0000</maxhitpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NonCollideable</flag>
    <flag>NotSearchable</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>PlaceAnywhere</flag>
    <flag>NotSelectable</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="516" name="AbusGun">
    <dbid>659</dbid>
    <displaynameid>31291</displaynameid>
    <editornameid>31292</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\artillery\abus_gun\abus_gun.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\artillery\abus_gun\abus_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\abus_gun\abus_gun_portrait.png</portraiticon>
    <rollovertextid>31290</rollovertextid>
    <shortrollovertextid>31289</shortrollovertextid>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>22.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>abus.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.500000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagebonus type="Ship">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.500000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagebonus type="Ship">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.500000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagebonus type="Ship">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="517" name="CoureurCree">
    <dbid>673</dbid>
    <displaynameid>31433</displaynameid>
    <editornameid>31434</editornameid>
    <populationcount>1</populationcount>
    <subciv>Cree</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\coureur\coureur_du_bois.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\coureur\coureur_du_bois_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\coureur\coureur_du_bois_portrait.png</portraiticon>
    <rollovertextid>31432</rollovertextid>
    <shortrollovertextid>31431</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>29.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="19">TownCenter</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>coureur.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.040000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.200000</rate>
      <rate type="House">1.200000</rate>
      <rate type="Manor">1.200000</rate>
      <rate type="Church">1.200000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ButtAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Huntable">1.040000</rate>
      <rate type="Mill">0.840000</rate>
      <rate type="Plantation">0.630000</rate>
      <rate type="Tree">0.620000</rate>
      <rate type="Herdable">2.500000</rate>
      <rate type="AbstractMine">0.740000</rate>
      <rate type="AbstractBerryBush">0.830000</rate>
      <rate type="Farm">0.630000</rate>
      <rate type="ypRicePaddy" resource="Food">0.630000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
      <rate type="ypBerryBuilding">0.830000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.430000</rate>
      <rate type="ypGroveBuilding">0.620000</rate>
      <rate type="deFurTrade">0.740000</rate>
      <rate type="AbstractInfiniteCrate">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Huntable">1.000000</rate>
      <rate type="Herdable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>RifleAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">2.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="Guardian">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="518" name="PowerRanger">
    <dbid>676</dbid>
    <displaynameid>31502</displaynameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>ui\abilities\powerranger\powerranger.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>630.0000</initialhitpoints>
    <maxhitpoints>630.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>20.0000</buildpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="519" name="RockBridgeLeft">
    <dbid>683</dbid>
    <displaynameid>31727</displaynameid>
    <editornameid>31728</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\RockBridgeLeft.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\terrain\rock_bridge\rockbridge_icon_64x64.png</icon>
    <portraiticon>resources\art\terrain\rock_bridge\rockbridge_portrait.png</portraiticon>
    <rollovertextid>31726</rollovertextid>
    <initialhitpoints>1.0000</initialhitpoints>
    <maxhitpoints>2400.0000</maxhitpoints>
    <buildpoints>250.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <flag>NotObscuredByUnitsAsFoundation</flag>
    <flag>VisibleUnderFog</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>HideFromHelp</flag>
    <flag>SolidFoundation</flag>
    <flag>NotDeleteable</flag>
    <flag>PlaceAsFoundation</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <hovertextoverride>79842</hovertextoverride>
    <buildtextoverride>79843</buildtextoverride>
  </unit>
  <unit id="520" name="RockBridgeRight">
    <dbid>684</dbid>
    <displaynameid>31731</displaynameid>
    <editornameid>31732</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\RockBridgeRight.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\terrain\rock_bridge\rockbridge_icon_64x64.png</icon>
    <portraiticon>resources\art\terrain\rock_bridge\rockbridge_portrait.png</portraiticon>
    <rollovertextid>31730</rollovertextid>
    <initialhitpoints>1.0000</initialhitpoints>
    <maxhitpoints>2400.0000</maxhitpoints>
    <buildpoints>250.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>HideFromHelp</flag>
    <flag>SolidFoundation</flag>
    <flag>NotDeleteable</flag>
    <flag>PlaceAsFoundation</flag>
    <flag>Invulnerable</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotObscuredByUnitsAsFoundation</flag>
    <flag>Tracked</flag>
    <hovertextoverride>79842</hovertextoverride>
    <buildtextoverride>79843</buildtextoverride>
  </unit>
  <unit id="521" name="CrateofFoodLarge">
    <dbid>685</dbid>
    <displaynameid>31763</displaynameid>
    <editornameid>33049</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>31762</rollovertextid>
    <shortrollovertextid>31761</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="522" name="CrateofWoodLarge">
    <dbid>686</dbid>
    <displaynameid>31767</displaynameid>
    <editornameid>33053</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>31766</rollovertextid>
    <shortrollovertextid>31765</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="523" name="CrateofCoinLarge">
    <dbid>687</dbid>
    <displaynameid>31771</displaynameid>
    <editornameid>33045</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>31770</rollovertextid>
    <shortrollovertextid>31769</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">500.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="524" name="RockBridgeDead">
    <dbid>688</dbid>
    <displaynameid>31813</displaynameid>
    <editornameid>31814</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\RockBridgeDead.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\terrain\rock_bridge\rockbridge_icon_64x64.png</icon>
    <portraiticon>resources\art\terrain\rock_bridge\rockbridge_portrait.png</portraiticon>
    <rollovertextid>31812</rollovertextid>
    <initialhitpoints>2400.0000</initialhitpoints>
    <maxhitpoints>2400.0000</maxhitpoints>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <flag>PlaceAnywhere</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Invulnerable</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="525" name="LakePlantsNe">
    <dbid>689</dbid>
    <displaynameid>31820</displaynameid>
    <editornameid>31821</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\new_england\lake_plants_ne.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="526" name="LakeRocksNe">
    <dbid>690</dbid>
    <displaynameid>31822</displaynameid>
    <editornameid>31823</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\new_england\lake_rocks_ne.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NotSelectable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="527" name="LakeWaterPlantsNe">
    <dbid>694</dbid>
    <displaynameid>32273</displaynameid>
    <editornameid>32274</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\new_england\lake_water_plants_ne.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>StartOnAnimationUpdate</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="528" name="Learicorn">
    <dbid>696</dbid>
    <displaynameid>32356</displaynameid>
    <editornameid>32357</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\cavalry\light_cavalry\learicorn_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\learicorn\learicorn_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\learicorn\learicorn_portrait.png</portraiticon>
    <rollovertextid>32355</rollovertextid>
    <shortrollovertextid>32354</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>533.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>1600.000000</damagecap>
      <damagearea>9.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="529" name="TreePampas">
    <dbid>697</dbid>
    <displaynameid>32401</displaynameid>
    <editornameid>32402</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_pampas.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>32400</rollovertextid>
    <shortrollovertextid>32399</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="530" name="SPCAlain">
    <dbid>699</dbid>
    <displaynameid>32410</displaynameid>
    <editornameid>32411</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\alain\spc_alain_magnan_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <rollovertextid>32409</rollovertextid>
    <shortrollovertextid>32408</shortrollovertextid>
    <initialhitpoints>1100.0000</initialhitpoints>
    <maxhitpoints>1100.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="11">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="531" name="SPCAmelia">
    <dbid>700</dbid>
    <displaynameid>32416</displaynameid>
    <editornameid>32417</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\amelia_black\spc_amelia_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\amelia_black\amelia_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\amelia_black\amelia_black_igc_icon.png</portraiticon>
    <rollovertextid>32415</rollovertextid>
    <shortrollovertextid>32414</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>amelia.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="Outpost">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DoubleBarrelAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="532" name="SPCBeaumont">
    <dbid>701</dbid>
    <displaynameid>32422</displaynameid>
    <editornameid>32423</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\SPC\beaumont\spc_beaumont.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\beaumont\beaumont_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\beaumont\beaumont_igc_icon.png</portraiticon>
    <rollovertextid>32421</rollovertextid>
    <shortrollovertextid>32420</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>Knife</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>beaumont.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>KnifeAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Knife</projectile>
    </protoaction>
  </unit>
  <unit id="533" name="SPCCooper">
    <dbid>703</dbid>
    <displaynameid>32434</displaynameid>
    <editornameid>32435</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\major_cooper\spc_major_cooper.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\major_cooper\major_cooper_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\major_cooper\major_cooper_igc_icon.png</portraiticon>
    <rollovertextid>32433</rollovertextid>
    <shortrollovertextid>32432</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <train row="0" page="0" column="0">Hussar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="534" name="SPCDelgado">
    <dbid>704</dbid>
    <displaynameid>32440</displaynameid>
    <editornameid>32441</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\delgado\spc_delgado.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\delgado\delgado_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\delgado\delgado_igc_icon.png</portraiticon>
    <rollovertextid>32439</rollovertextid>
    <shortrollovertextid>32438</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>Hero</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>500.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="535" name="SPCJohn">
    <dbid>705</dbid>
    <displaynameid>32446</displaynameid>
    <editornameid>32447</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\john_black\spc_john_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <rollovertextid>32445</rollovertextid>
    <shortrollovertextid>32444</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <train row="0" page="6" column="0">TradingPost</train>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>john.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="Outpost">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HawkeyeAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="536" name="SPCKanyenke">
    <dbid>706</dbid>
    <displaynameid>32452</displaynameid>
    <editornameid>32453</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke\spc_kanyenke.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke\kanyenke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke\kanyenke_igc_icon.png</portraiticon>
    <rollovertextid>32451</rollovertextid>
    <shortrollovertextid>32450</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>38.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <tactics>kanyenke.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RedBearArrowAttack</name>
      <damage>300.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>35.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="537" name="SPCLizzie">
    <dbid>707</dbid>
    <displaynameid>32458</displaynameid>
    <editornameid>32459</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\elizabeth_ramsey\spc_elizabeth_ramsey.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon.png</portraiticon>
    <rollovertextid>32457</rollovertextid>
    <shortrollovertextid>32456</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>lizzie.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>5000.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="538" name="SPCMorgan">
    <dbid>708</dbid>
    <displaynameid>32464</displaynameid>
    <editornameid>32465</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\morgan_black\spc_morgan_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\morgan_black\morgan_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\morgan_black\morgan_black_igc_icon.png</portraiticon>
    <rollovertextid>32463</rollovertextid>
    <shortrollovertextid>32462</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">TradingPost</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>morgan.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="Outpost">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>OberhauAttack</name>
      <damage>200.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="539" name="SPCNonahkee">
    <dbid>709</dbid>
    <displaynameid>32470</displaynameid>
    <editornameid>32471</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nonahkee\spc_nonahkee.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\nonahkee\nonahkee_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\nonahkee\nonahkee_igc_icon.png</portraiticon>
    <rollovertextid>32469</rollovertextid>
    <shortrollovertextid>32468</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>nonahkee.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="540" name="SPCSahin">
    <dbid>710</dbid>
    <displaynameid>32476</displaynameid>
    <editornameid>32477</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sahin\spc_sahin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\sahin\sahin_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\sahin\sahin_igc_icon.png</portraiticon>
    <rollovertextid>32475</rollovertextid>
    <shortrollovertextid>32474</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>sahin.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>150.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>300.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="541" name="SPCStuart">
    <dbid>711</dbid>
    <displaynameid>32482</displaynameid>
    <editornameid>32483</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\stuart_black\spc_stuart_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\stuart_black\stuart_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\stuart_black\stuart_black_igc_icon.png</portraiticon>
    <rollovertextid>32481</rollovertextid>
    <shortrollovertextid>32480</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>Passive</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="542" name="SPCWarwick">
    <dbid>712</dbid>
    <displaynameid>32488</displaynameid>
    <editornameid>32489</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\warwick\spc_warwick.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\warwick\igc_warwick_icon.png</icon>
    <portraiticon>resources\art\units\spc\warwick\igc_warwick_portrait.png</portraiticon>
    <rollovertextid>32487</rollovertextid>
    <shortrollovertextid>32486</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="543" name="SPCWashington">
    <dbid>713</dbid>
    <displaynameid>32494</displaynameid>
    <editornameid>32495</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\george_washington\spc_george_washington.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\george_washington\george_washington_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\george_washington\george_washington_igc_icon.png</portraiticon>
    <rollovertextid>32493</rollovertextid>
    <shortrollovertextid>32492</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="544" name="SPCGreatPlainsChief">
    <dbid>715</dbid>
    <displaynameid>32533</displaynameid>
    <editornameid>32534</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\lakota_chief\spc_lakota_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\neamaltha\neamaltha_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\neamaltha\neamaltha_igc_icon.png</portraiticon>
    <rollovertextid>32532</rollovertextid>
    <shortrollovertextid>32531</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="545" name="SPCWhiteBuffalo">
    <dbid>717</dbid>
    <displaynameid>32545</displaynameid>
    <editornameid>32546</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\white_buffalo\white_buffalo.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bison\bison_white_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bison\bison_white_portrait.png</portraiticon>
    <rollovertextid>32544</rollovertextid>
    <shortrollovertextid>32543</shortrollovertextid>
    <initialhitpoints>480.0000</initialhitpoints>
    <maxhitpoints>480.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>10.0000</bounty>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>22.000000</damage>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>22.000000</damage>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>22.000000</damage>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="546" name="SPCChiefDaughter">
    <dbid>718</dbid>
    <displaynameid>32570</displaynameid>
    <editornameid>32571</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\cree_tracker.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\natives\greta_icon.png</icon>
    <portraiticon>resources\art\units\natives\greta_portrait.png</portraiticon>
    <rollovertextid>32569</rollovertextid>
    <shortrollovertextid>32568</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>14.0000</bounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="547" name="TreeRockies">
    <dbid>722</dbid>
    <displaynameid>32615</displaynameid>
    <editornameid>32616</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_rockies.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>32614</rollovertextid>
    <shortrollovertextid>32613</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="548" name="TreeRockiesSnow">
    <dbid>723</dbid>
    <displaynameid>32620</displaynameid>
    <editornameid>32621</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_rockies_snow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>32619</rollovertextid>
    <shortrollovertextid>32618</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="549" name="SPCWagonFood">
    <dbid>729</dbid>
    <displaynameid>32675</displaynameid>
    <editornameid>32677</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_food.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>32674</rollovertextid>
    <shortrollovertextid>32673</shortrollovertextid>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCResourceCart.tactics</tactics>
  </unit>
  <unit id="550" name="SPCWagonWood">
    <dbid>730</dbid>
    <displaynameid>32680</displaynameid>
    <editornameid>32681</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_wood.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>32679</rollovertextid>
    <shortrollovertextid>32678</shortrollovertextid>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Invulnerable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCResourceCart.tactics</tactics>
  </unit>
  <unit id="551" name="SPCWagonGold">
    <dbid>731</dbid>
    <displaynameid>32685</displaynameid>
    <editornameid>32686</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_gold.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>32684</rollovertextid>
    <shortrollovertextid>32683</shortrollovertextid>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCResourceCart.tactics</tactics>
  </unit>
  <unit id="552" name="SPCWagonAll">
    <dbid>732</dbid>
    <displaynameid>32690</displaynameid>
    <editornameid>32691</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_all.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>32689</rollovertextid>
    <shortrollovertextid>32688</shortrollovertextid>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Invulnerable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCResourceCart.tactics</tactics>
  </unit>
  <unit id="553" name="IGCGreatPlainsChief">
    <dbid>734</dbid>
    <displaynameid>32725</displaynameid>
    <editornameid>32726</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\lakota_chief\igc_lakota_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke\kanyenke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke\kanyenke_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="554" name="TreeCarolinaMarsh">
    <dbid>738</dbid>
    <displaynameid>32785</displaynameid>
    <editornameid>32786</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_carolina_marsh.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>32784</rollovertextid>
    <shortrollovertextid>33767</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="555" name="SPCTentLarge">
    <dbid>745</dbid>
    <displaynameid>32834</displaynameid>
    <editornameid>32835</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\tents\tents_large.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\tents\largetent_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\tents\largetent_portrait.png</portraiticon>
    <rollovertextid>32833</rollovertextid>
    <shortrollovertextid>32832</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>40.0000</los>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="556" name="SPCCherokeeChief">
    <dbid>747</dbid>
    <displaynameid>32856</displaynameid>
    <editornameid>32857</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\cherokee_chief\cherokee_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\rifleman_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\rifleman_portrait.png</portraiticon>
    <rollovertextid>32855</rollovertextid>
    <shortrollovertextid>32854</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>9.0000</bounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotSelectable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="557" name="SPCCherokeeArcher">
    <dbid>748</dbid>
    <displaynameid>32860</displaynameid>
    <editornameid>32861</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\tupi_archer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\natives\rifleman_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\rifleman_portrait.png</portraiticon>
    <rollovertextid>32859</rollovertextid>
    <shortrollovertextid>32858</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>9.0000</bounty>
    <cost resourcetype="Wood">90.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="558" name="SPCCherokeeHorseArcher">
    <dbid>749</dbid>
    <displaynameid>32867</displaynameid>
    <editornameid>32868</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>10.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\horse_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\natives\horse_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\horse_archer_portrait.png</portraiticon>
    <rollovertextid>32866</rollovertextid>
    <shortrollovertextid>32865</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>18.0000</bounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>2.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="559" name="LightingSetHelper">
    <dbid>772</dbid>
    <displaynameid>33214</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>lighting\lightingset_helper.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>1575.0000</initialhitpoints>
    <maxhitpoints>1575.0000</maxhitpoints>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>PlaceAnywhere</flag>
    <flag>OnlyInEditor</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="560" name="TreeYucatan">
    <dbid>781</dbid>
    <displaynameid>33325</displaynameid>
    <editornameid>33326</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_yucatan.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>33324</rollovertextid>
    <shortrollovertextid>33323</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="561" name="SPCFrigate">
    <dbid>786</dbid>
    <displaynameid>33455</displaynameid>
    <editornameid>33456</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\frigate\frigate.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\naval\frigate\frigate_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\frigate\frigate_icon_portrait.png</portraiticon>
    <rollovertextid>33454</rollovertextid>
    <shortrollovertextid>33453</shortrollovertextid>
    <initialhitpoints>6500.0000</initialhitpoints>
    <maxhitpoints>6500.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>240.0000</bounty>
    <cost resourcetype="Wood">1000.0000</cost>
    <cost resourcetype="Gold">600.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>0.850000</rof>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="562" name="SPCHoopThrowers">
    <dbid>788</dbid>
    <displaynameid>33478</displaynameid>
    <editornameid>33479</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\hoop_thrower\hoop_thrower.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\hoop_thrower\hoop_thrower_icon.png</icon>
    <portraiticon>resources\art\units\spc\hoop_thrower\hoop_thrower_portrait.png</portraiticon>
    <rollovertextid>33477</rollovertextid>
    <shortrollovertextid>33476</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Hoop</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>hoopthrower.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>5.000000</rof>
    </protoaction>
    <protoaction>
      <name>GrenadeAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>5.000000</rof>
      <damagebonus type="Janissary">4.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="563" name="SPCFireship">
    <dbid>791</dbid>
    <displaynameid>33505</displaynameid>
    <editornameid>33506</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\spc\fire_ship\fire_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\caravel_ship\caravel_ship_icon.png</icon>
    <portraiticon>resources\art\units\naval\caravel_ship\caravel_ship_portrait.png</portraiticon>
    <rollovertextid>33504</rollovertextid>
    <shortrollovertextid>33503</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>54.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fireship.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>900.000000</damage>
      <damagetype>Siege</damagetype>
      <damagetype>Siege</damagetype>
      <damagebonus type="SPCFountainOfYouth">2.000000</damagebonus>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
    </protoaction>
  </unit>
  <unit id="564" name="SPCWeaponsCache">
    <dbid>793</dbid>
    <displaynameid>33516</displaynameid>
    <editornameid>33517</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\weapons_cache\spc_weapons_cache.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\weapons_cache\weapons_cache_portrait.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\buildings\spc\weapons_cache\weapons_cache_portrait.png</portraiticon>
    <rollovertextid>33515</rollovertextid>
    <shortrollovertextid>33514</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>70.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="565" name="SPCAztecTemple">
    <dbid>794</dbid>
    <displaynameid>33521</displaynameid>
    <editornameid>33523</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\aztec_temple\spc_aztec_temple.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\aztec_temple\aztec_temple_icon_64x64.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\buildings\spc\aztec_temple\aztec_temple_portrait.png</portraiticon>
    <rollovertextid>33520</rollovertextid>
    <shortrollovertextid>33519</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <cost resourcetype="Wood">600.0000</cost>
    <cost resourcetype="Gold">600.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <decay delay="60.0000" duration="60.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="566" name="SPCFixedGun">
    <dbid>796</dbid>
    <displaynameid>33598</displaynameid>
    <editornameid>33633</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>buildings\spc\fixed_gun\fixed_gun.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>33597</rollovertextid>
    <shortrollovertextid>33596</shortrollovertextid>
    <initialhitpoints>10000.0000</initialhitpoints>
    <maxhitpoints>10000.0000</maxhitpoints>
    <los>75.0000</los>
    <displayedrange>74.0</displayedrange>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>300.0000</bounty>
    <cost resourcetype="Gold">2000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>Building</unittype>
    <unittype>Military</unittype>
    <unittype>BuildingClass</unittype>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>DontFlattenGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <tactics>SPCFixedGun.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>1000.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>20.000000</minrange>
      <maxrange>70.000000</maxrange>
      <rof>7.000000</rof>
      <active>1</active>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>300.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>20.000000</minrange>
      <maxrange>70.000000</maxrange>
      <rof>7.000000</rof>
      <damagebonus type="SPCFountainOfYouth">0.500000</damagebonus>
      <active>1</active>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
      <damagetype>Siege</damagetype>
      <minrange>20.000000</minrange>
      <damagebonus type="Building">2.000000</damagebonus>
      <active>1</active>
      <damagearea>4.000000</damagearea>
    </protoaction>
  </unit>
  <unit id="567" name="SPCFountainOfYouth">
    <dbid>797</dbid>
    <displaynameid>33604</displaynameid>
    <editornameid>33605</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\spc\fountain_of_youth\spc_fountain_of_youth.xml</animfile>
    <physicsinfo>spc_fountainofyouth</physicsinfo>
    <icon>resources\art\buildings\spc\fountain_of_youth\fountain_youth_portrait.png</icon>
    <portraiticon>resources\art\buildings\spc\fountain_of_youth\fountain_youth_portrait.png</portraiticon>
    <rollovertextid>33606</rollovertextid>
    <shortrollovertextid>38199</shortrollovertextid>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Building</unittype>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="568" name="TreeCaribbean">
    <dbid>807</dbid>
    <displaynameid>33695</displaynameid>
    <editornameid>33696</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_caribbean.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>33694</rollovertextid>
    <shortrollovertextid>33693</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="569" name="BoneguardAge2">
    <dbid>808</dbid>
    <displaynameid>33700</displaynameid>
    <editornameid>33701</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\boneguard\boneguard_2age.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\boneguard\boneguard_age2_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\boneguard\boneguard_age2_portrait.png</portraiticon>
    <rollovertextid>33699</rollovertextid>
    <shortrollovertextid>33698</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="570" name="SPCTreasureShip">
    <dbid>809</dbid>
    <displaynameid>33715</displaynameid>
    <editornameid>33716</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galleon\galleon_treasure.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>33714</rollovertextid>
    <shortrollovertextid>33713</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>30.0000</los>
    <unitaitype>Civilian</unitaitype>
    <bounty>150.0000</bounty>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Immoveable</flag>
    <flag>Invulnerable</flag>
    <flag>NotCommandable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="7">Delete</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Gold">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="571" name="IGCJohnHack">
    <dbid>810</dbid>
    <displaynameid>33726</displaynameid>
    <editornameid>33727</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\john_black\john_black_hack.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="572" name="IGCKanyenkeHack">
    <dbid>811</dbid>
    <displaynameid>33732</displaynameid>
    <editornameid>33733</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke\kanyenke_hack.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke\kanyenke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke\kanyenke_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="573" name="Target">
    <dbid>817</dbid>
    <displaynameid>33773</displaynameid>
    <editornameid>42444</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\target\target.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\animals\tapir\tapir_icon.png</icon>
    <portraiticon>resources\art\units\animals\tapir\tapir_portrait.png</portraiticon>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>OnlyInEditor</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="574" name="SPCCherokeeWarHut">
    <dbid>818</dbid>
    <displaynameid>33777</displaynameid>
    <editornameid>33781</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\cherokee_warhut\cherokee_warhut.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>outpost</physicsinfo>
    <icon>resources\art\buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\buildings\spc\cherokee_warhut\spc_cherokee_warhut_portrait.png</portraiticon>
    <rollovertextid>33776</rollovertextid>
    <shortrollovertextid>33775</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>36.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>157.0000</bounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <tech row="0" page="1" column="0">FrontierOutpost</tech>
    <tech row="0" page="1" column="0">FortifiedOutpost</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <maxrange>22.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="575" name="IGCDeerUnit">
    <dbid>820</dbid>
    <displaynameid>33794</displaynameid>
    <editornameid>33795</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\deer_unit\deer_unit.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="576" name="NativeVillagers">
    <dbid>821</dbid>
    <displaynameid>33798</displaynameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\native_villagers.xml</animfile>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <rollovertextid>33797</rollovertextid>
    <shortrollovertextid>33796</shortrollovertextid>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>garrisonable.tactics</tactics>
  </unit>
  <unit id="577" name="NatClubmanLoyal">
    <dbid>823</dbid>
    <displaynameid>33944</displaynameid>
    <editornameid>33945</editornameid>
    <populationcount>0</populationcount>
    <subciv>Nootka</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\loyalclubman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\nootka_warchief_icon.png</icon>
    <portraiticon>resources\art\units\natives\nootka_warchief_portrait.png</portraiticon>
    <rollovertextid>33943</rollovertextid>
    <shortrollovertextid>33942</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <cost resourcetype="Wood">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>24.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>24.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="578" name="HuariStronghold">
    <dbid>825</dbid>
    <displaynameid>33956</displaynameid>
    <editornameid>33957</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\inca_outpost\spc_inca_outpost.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <physicsinfo>tower</physicsinfo>
    <icon>resources\art\buildings\spc\inca_outpost\inca_outpost_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\inca_outpost\inca_outpost_portrait.png</portraiticon>
    <rollovertextid>33955</rollovertextid>
    <shortrollovertextid>33954</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>90.0000</bounty>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <armor type="Siege" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuresUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>FlattenGround</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorBuilding.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>24.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="579" name="NatBlowgunAmbusher">
    <dbid>826</dbid>
    <displaynameid>33963</displaynameid>
    <editornameid>33964</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\blowgun_ambusher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\blowgun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\blowgun_portrait.png</portraiticon>
    <rollovertextid>33962</rollovertextid>
    <shortrollovertextid>33961</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Blowdart</projectile>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="580" name="MarshPlantsBay">
    <dbid>827</dbid>
    <displaynameid>33974</displaynameid>
    <editornameid>33975</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\bayou\marshplants_bay.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="581" name="PlantsBay">
    <dbid>828</dbid>
    <displaynameid>33988</displaynameid>
    <editornameid>33989</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>terrain\bayou\plants_bay.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnAnimationUpdate</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="582" name="TreeBayouMarsh">
    <dbid>829</dbid>
    <displaynameid>33993</displaynameid>
    <editornameid>33994</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_bayou_marsh.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>33992</rollovertextid>
    <shortrollovertextid>33991</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="583" name="HomeCityWaterSpawnFlag">
    <dbid>841</dbid>
    <displaynameid>34097</displaynameid>
    <editornameid>34098</editornameid>
    <obstructionradiusx>0.9000</obstructionradiusx>
    <obstructionradiusz>0.9000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>homecity\homecity_gatherpoint_naval.xml</animfile>
    <icon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</icon>
    <portraiticon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</portraiticon>
    <rollovertextid>34099</rollovertextid>
    <shortrollovertextid>34100</shortrollovertextid>
    <los>4.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Economic</unittype>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleOwnerOnly</flag>
    <flag>NotDeleteable</flag>
    <flag>Invulnerable</flag>
    <flag>NonCollideable</flag>
    <flag>NonSolid</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ForceBuildingData</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command>SetHomeCityWaterSpawnPoint</command>
  </unit>
  <unit id="584" name="SPCBolivar">
    <dbid>842</dbid>
    <displaynameid>34107</displaynameid>
    <editornameid>34108</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\bolivar\spc_bolivar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\bolivar\bolivar_icon.png</icon>
    <portraiticon>resources\art\units\spc\bolivar\bolivar_portrait.png</portraiticon>
    <rollovertextid>34106</rollovertextid>
    <shortrollovertextid>34105</shortrollovertextid>
    <initialhitpoints>950.0000</initialhitpoints>
    <maxhitpoints>950.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="9">Tactic5</command>
    <command page="9" column="1">Tactic7</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
  </unit>
  <unit id="585" name="IGCBolivar">
    <dbid>843</dbid>
    <displaynameid>34113</displaynameid>
    <editornameid>34114</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\bolivar\igc_bolivar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\bolivar\bolivar_icon.png</icon>
    <portraiticon>resources\art\units\spc\bolivar\bolivar_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="586" name="SPCAztecChief">
    <dbid>844</dbid>
    <displaynameid>34188</displaynameid>
    <editornameid>34189</editornameid>
    <populationcount>0</populationcount>
    <subciv>Aztecs</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\jaguar_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\natives\jaguar_warrior_icon.png</icon>
    <portraiticon>resources\art\units\natives\jaguar_warrior_portrait.png</portraiticon>
    <rollovertextid>34187</rollovertextid>
    <shortrollovertextid>34186</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">35.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>7.000000</damage>
      <damagetype>Siege</damagetype>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="587" name="TreeGreatLakesSnow">
    <dbid>845</dbid>
    <displaynameid>34227</displaynameid>
    <editornameid>34228</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_greatlakes_snow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>34226</rollovertextid>
    <shortrollovertextid>34225</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="588" name="IGCCougarScene">
    <dbid>846</dbid>
    <displaynameid>34231</displaynameid>
    <editornameid>34232</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\igc\cougar_scene\cougar_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="589" name="IGCKnifingScene">
    <dbid>847</dbid>
    <displaynameid>34233</displaynameid>
    <editornameid>34234</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\igc\knifing_scene\knifing_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="590" name="IGCGalleon">
    <dbid>848</dbid>
    <displaynameid>34237</displaynameid>
    <editornameid>34238</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\spc\igc_galleon\igc_galleon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <initialhitpoints>1400.0000</initialhitpoints>
    <maxhitpoints>1400.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>1</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>PlaceAnywhere</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="591" name="TreeSonora">
    <dbid>849</dbid>
    <displaynameid>34303</displaynameid>
    <editornameid>34304</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_sonora.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>34302</rollovertextid>
    <shortrollovertextid>34301</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="592" name="SPCIncaTemple">
    <dbid>851</dbid>
    <displaynameid>34388</displaynameid>
    <editornameid>34389</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\inca_temple\spc_inca_temple.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\inca_temple\inca_temple_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\inca_temple\inca_temple_portrait.png</portraiticon>
    <rollovertextid>34387</rollovertextid>
    <shortrollovertextid>34386</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <cost resourcetype="Wood">1000.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="593" name="SPCOldKanyenke">
    <dbid>860</dbid>
    <displaynameid>34468</displaynameid>
    <editornameid>34469</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke_old\spc_kanyenke_old.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke_old\igc_kanyenke_old_icon.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke_old\igc_kanyenke_old_portrait.png</portraiticon>
    <rollovertextid>34467</rollovertextid>
    <shortrollovertextid>34466</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>32.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>kanyenke.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>25.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RedBearArrowAttack</name>
      <damage>300.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="594" name="IGCOldCoot">
    <dbid>866</dbid>
    <displaynameid>34594</displaynameid>
    <editornameid>34595</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>1.7500</maxvelocity>
    <maxrunvelocity>3.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\old_coot\igc_old_coot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\morgan_black\morgan_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\morgan_black\morgan_black_icon_64x64.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="595" name="SPCFortGate">
    <dbid>867</dbid>
    <displaynameid>34604</displaynameid>
    <editornameid>34606</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_gate.xml</animfile>
    <allowedheightvariance>4.0000</allowedheightvariance>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_gate_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_gate_portrait.png</portraiticon>
    <rollovertextid>34603</rollovertextid>
    <shortrollovertextid>34647</shortrollovertextid>
    <initialhitpoints>5250.0000</initialhitpoints>
    <maxhitpoints>5250.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Doppled</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>PlayerOwnsObstruction</flag>
    <flag>SelectWithObstruction</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>wallBuild</flag>
    <flag>ColonyBuilding</flag>
    <flag>DontFlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="596" name="SPCFortWallSmall">
    <dbid>868</dbid>
    <displaynameid>34609</displaynameid>
    <editornameid>34610</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_wall_small.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34608</rollovertextid>
    <shortrollovertextid>34643</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="597" name="SPCFortWallMedium">
    <dbid>869</dbid>
    <displaynameid>34614</displaynameid>
    <editornameid>34615</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_wall_medium.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34613</rollovertextid>
    <shortrollovertextid>34644</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="598" name="SPCFortWallLarge">
    <dbid>870</dbid>
    <displaynameid>34619</displaynameid>
    <editornameid>34620</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_wall_large.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34618</rollovertextid>
    <shortrollovertextid>34645</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="599" name="SPCFortWallBarracks">
    <dbid>871</dbid>
    <displaynameid>34624</displaynameid>
    <editornameid>34625</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_wall_barracks.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34623</rollovertextid>
    <shortrollovertextid>34646</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="600" name="SPCFortWallStable">
    <dbid>872</dbid>
    <displaynameid>34629</displaynameid>
    <editornameid>34630</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_wall_stable.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34628</rollovertextid>
    <shortrollovertextid>34642</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">15.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="601" name="SPCFortCenter">
    <dbid>874</dbid>
    <displaynameid>34639</displaynameid>
    <editornameid>34640</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_center.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>34638</rollovertextid>
    <shortrollovertextid>34649</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>15.0000</buildpoints>
    <bounty>200.0000</bounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="602" name="IGCTownCenter">
    <dbid>875</dbid>
    <displaynameid>34652</displaynameid>
    <editornameid>34653</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\town_center\town_center.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>towncenter</physicsinfo>
    <icon>resources\art\buildings\town_center\towncenter_icon.png</icon>
    <minimapicon>ui\minimap\towncenter</minimapicon>
    <portraiticon>resources\art\buildings\town_center\towncenter_icon.png</portraiticon>
    <initialhitpoints>12000.0000</initialhitpoints>
    <maxhitpoints>12000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>3</buildlimit>
    <bounty>200.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractTownCenter</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <train row="0" page="0" column="0">Settler</train>
    <train row="0" page="0" column="0">Coureur</train>
    <train row="0" page="0" column="1">Envoy</train>
    <train row="0" page="0" column="3">HotAirBalloon</train>
    <train row="0" page="0" column="4">PetCougar</train>
    <tech row="0" page="1" column="3">Bastion</tech>
    <tech row="0" page="1" column="5">ChurchTownWatch</tech>
    <tech row="0" page="1" column="0">PoliticianQuartermaster</tech>
    <tech row="0" page="1" column="0">PoliticianEngineer</tech>
    <tech row="0" page="1" column="0">PoliticianSergeantSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianPirate</tech>
    <tech row="0" page="1" column="0">PoliticianPresidente</tech>
    <tech row="0" page="1" column="0">PoliticianNaturalist</tech>
    <tech row="0" page="1" column="0">PoliticianTycoon</tech>
    <tech row="0" page="1" column="0">PoliticianWarMinisterSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianExiledPrince</tech>
    <tech row="0" page="1" column="0">PoliticianCavalierSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianGrandVizier</tech>
    <tech row="0" page="1" column="0">PoliticianAdmiral</tech>
    <tech row="0" page="1" column="0">PoliticianBishop</tech>
    <tech row="0" page="1" column="0">PoliticianGeneral</tech>
    <tech row="0" page="1" column="0">PoliticianMusketeerSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianAdventurerSpanish</tech>
    <tech row="0" page="1" column="0">PoliticianGovernor</tech>
    <tech row="0" page="1" column="0">PoliticianMohawk</tech>
    <tech row="0" page="1" column="0">PoliticianMarksman</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>StartingColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="0" column="2">Levy</command>
    <command page="1" column="1">SetUnitAsHomeCityGatherPoint</command>
    <command page="1" column="2">RansomExplorer</command>
    <command page="1" column="3">BuildColonyWall</command>
    <command page="1" column="4">RepairColonyWall</command>
    <command page="1" column="2">RansomExplorerAsian</command>
    <tactics>towncenter.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <active>1</active>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>6.000000</damage>
      <maxrange>32.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
  </unit>
  <unit id="603" name="SPCIncaOutpost">
    <dbid>879</dbid>
    <displaynameid>34667</displaynameid>
    <editornameid>34671</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\inca_outpost\spc_inca_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>outpost</physicsinfo>
    <icon>resources\art\buildings\spc\inca_outpost\inca_outpost_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\inca_outpost\inca_outpost_portrait.png</portraiticon>
    <rollovertextid>34666</rollovertextid>
    <shortrollovertextid>34665</shortrollovertextid>
    <initialhitpoints>6000.0000</initialhitpoints>
    <maxhitpoints>6000.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>120.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractOutpost</unittype>
    <tech row="0" page="1" column="0">FortifiedOutpost</tech>
    <tech row="0" page="1" column="0">FrontierOutpost</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="604" name="SPCFortCorner">
    <dbid>880</dbid>
    <displaynameid>34676</displaynameid>
    <editornameid>34680</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_corner.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34675</rollovertextid>
    <shortrollovertextid>34674</shortrollovertextid>
    <initialhitpoints>5250.0000</initialhitpoints>
    <maxhitpoints>5250.0000</maxhitpoints>
    <los>32.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="605" name="IGCDrummer">
    <dbid>886</dbid>
    <displaynameid>34749</displaynameid>
    <editornameid>34750</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\squad\drummer\drummer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\squad\flag_bearer\flag_bearer_icon.png</icon>
    <portraiticon>resources\art\units\squad\flag_bearer\flag_bearer_portrait.png</portraiticon>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <tactics>pikeman.tactics</tactics>
  </unit>
  <unit id="606" name="IGCFlagBearer">
    <dbid>887</dbid>
    <displaynameid>34754</displaynameid>
    <editornameid>34755</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\squad\flag_bearer\flag_bearer_default.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\squad\flag_bearer\flag_bearer_icon.png</icon>
    <portraiticon>resources\art\units\squad\flag_bearer\flag_bearer_portrait.png</portraiticon>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <tactics>envoy.tactics</tactics>
  </unit>
  <unit id="607" name="BigPropGeyser">
    <dbid>889</dbid>
    <displaynameid>34757</displaynameid>
    <editornameid>34758</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\great_plains\geyser.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
    <flag>Doppled</flag>
    <flag>NoIdleActions</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="608" name="SPCFortTower">
    <dbid>890</dbid>
    <displaynameid>34830</displaynameid>
    <editornameid>34831</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\fort\spc_fort_tower.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>34829</rollovertextid>
    <shortrollovertextid>34828</shortrollovertextid>
    <initialhitpoints>5250.0000</initialhitpoints>
    <maxhitpoints>5250.0000</maxhitpoints>
    <los>25.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>120.0000</bounty>
    <cost resourcetype="Wood">300.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="7">Delete</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="609" name="SPCLizzieFlagship">
    <dbid>892</dbid>
    <displaynameid>34856</displaynameid>
    <editornameid>34857</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galleon\galleon_spc.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>34855</rollovertextid>
    <initialhitpoints>2200.0000</initialhitpoints>
    <maxhitpoints>2200.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <train row="0" page="0" column="1">SPCBuccaneer</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="0">Abilities</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>82.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>164.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="610" name="SPCTreasureShipPosts">
    <dbid>893</dbid>
    <displaynameid>34868</displaynameid>
    <editornameid>34869</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\naval\galleon\galleon_treasure_posts.xml</animfile>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="611" name="WallConnector">
    <dbid>895</dbid>
    <displaynameid>34894</displaynameid>
    <editornameid>34895</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wall\wall_tower.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wall.xml</placementfile>
    <icon>resources\art\buildings\wall\wall_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\wall\wall_portrait.png</portraiticon>
    <rollovertextid>34893</rollovertextid>
    <shortrollovertextid>34892</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>1.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <buildpoints>2.0000</buildpoints>
    <cost resourcetype="Wood">5.0000</cost>
    <cost resourcetype="Gold">0.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <tech row="0" page="1" column="0">Bastion</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>wallBuild</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="612" name="SPCMineScaffold">
    <dbid>896</dbid>
    <displaynameid>34900</displaynameid>
    <editornameid>34901</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\mine\mine_scaffold.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\blockhouse\blockhouse_icon.png</icon>
    <portraiticon>resources\art\buildings\blockhouse\blockhouse_icon.png</portraiticon>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>40.0000</los>
    <unitaitype>Predator</unitaitype>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>PlaceAnywhere</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>blockhouse.tactics</tactics>
  </unit>
  <unit id="613" name="SPCMine">
    <dbid>897</dbid>
    <displaynameid>34908</displaynameid>
    <editornameid>34909</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\silver_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>mine</physicsinfo>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>34907</rollovertextid>
    <shortrollovertextid>34906</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">5000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.7700" blue="0.0100" green="0.6700">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="614" name="SPCMineProps">
    <dbid>898</dbid>
    <displaynameid>34913</displaynameid>
    <editornameid>34914</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\mine\mine_props.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\blockhouse\blockhouse_icon.png</icon>
    <portraiticon>resources\art\buildings\blockhouse\blockhouse_icon.png</portraiticon>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>40.0000</los>
    <unitaitype>Predator</unitaitype>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>EmbellishmentClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>PlaceAnywhere</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>blockhouse.tactics</tactics>
  </unit>
  <unit id="615" name="SPCHavanaNugget">
    <dbid>899</dbid>
    <displaynameid>34920</displaynameid>
    <editornameid>34922</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\havana_nugget\havana_nugget.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>34919</rollovertextid>
    <shortrollovertextid>34918</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>VisibleUnderFog</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="616" name="SPCSpanishShipRuins">
    <dbid>900</dbid>
    <displaynameid>34925</displaynameid>
    <editornameid>34926</editornameid>
    <populationcapaddition>0</populationcapaddition>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spanish_ship_ruins\spanish_ship_ruins.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>mine</physicsinfo>
    <icon>resources\art\objects\spc\spanish_ship_ruins\ship_ruins_icon_64x64.png</icon>
    <portraiticon>resources\art\objects\spc\spanish_ship_ruins\ship_ruins_portrait.png</portraiticon>
    <rollovertextid>34924</rollovertextid>
    <shortrollovertextid>34923</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">2500.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.7700" blue="0.0100" green="0.6700">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>MinedResource</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="617" name="NuggetBeaver">
    <dbid>901</dbid>
    <displaynameid>34935</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\beaver_lodge\beaver_lodge.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="618" name="IGCAlainHorse">
    <dbid>902</dbid>
    <displaynameid>34940</displaynameid>
    <editornameid>34941</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\alain\igc_alain_magnan_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="619" name="IGCOldKanyenke">
    <dbid>904</dbid>
    <displaynameid>34948</displaynameid>
    <editornameid>34949</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke_old\igc_kanyenke_old.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke_old\igc_kanyenke_old_icon.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke_old\igc_kanyenke_old_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="620" name="Llama">
    <dbid>908</dbid>
    <displaynameid>35085</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\llama\llama.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\llama\llama_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\llama\llama_portrait.png</portraiticon>
    <rollovertextid>35084</rollovertextid>
    <shortrollovertextid>35083</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">70.0000</cost>
    <carrycapacity resourcetype="Food">400.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Herdable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.300000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.120000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">0.750000</rate>
      <rate type="Farm">0.750000</rate>
      <rate type="ypVillage">0.750000</rate>
      <rate type="YPLivestockPenAsian">0.750000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.180000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.130000</rate>
    </protoaction>
  </unit>
  <unit id="621" name="SPCStockades">
    <dbid>910</dbid>
    <displaynameid>35243</displaynameid>
    <editornameid>35244</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\stockades\stockades.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\stockades\stockades_portrait.png</icon>
    <portraiticon>resources\art\buildings\spc\stockades\stockades_portrait.png</portraiticon>
    <rollovertextid>35242</rollovertextid>
    <shortrollovertextid>35241</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="622" name="SPCDinghy">
    <dbid>911</dbid>
    <displaynameid>35249</displaynameid>
    <editornameid>35250</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\naval\Johnboat\Johnboat.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\naval\fishing_ship\fishing_ship_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\fishing_ship\fishing_ship_icon_portrait.png</portraiticon>
    <rollovertextid>42195</rollovertextid>
    <shortrollovertextid>42194</shortrollovertextid>
    <initialhitpoints>420.0000</initialhitpoints>
    <maxhitpoints>420.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>10</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractDinghy</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fishingboat.tactics</tactics>
  </unit>
  <unit id="623" name="SPCBuccaneer">
    <dbid>912</dbid>
    <displaynameid>35253</displaynameid>
    <editornameid>35254</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\pirates\pirates.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\pirates\pirate_icon.png</icon>
    <portraiticon>resources\art\units\spc\pirates\pirate_portrait.png</portraiticon>
    <rollovertextid>35252</rollovertextid>
    <shortrollovertextid>35251</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Gold">110.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="624" name="NuggetDroppedFood">
    <dbid>913</dbid>
    <displaynameid>35260</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\dropped_resource\dropped_food.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="625" name="NuggetDroppedWood">
    <dbid>914</dbid>
    <displaynameid>35265</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\dropped_resource\dropped_wood.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="626" name="NuggetDroppedCoin">
    <dbid>915</dbid>
    <displaynameid>35270</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\dropped_resource\dropped_coin.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="627" name="NuggetDroppedSupplies">
    <dbid>916</dbid>
    <displaynameid>35275</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\dropped_resource\dropped_supplies.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="628" name="SPCRailroadWorker">
    <dbid>918</dbid>
    <displaynameid>35282</displaynameid>
    <editornameid>35283</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\miner\miner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\miner\miner_icon.png</icon>
    <portraiticon>resources\art\units\spc\miner\miner_portrait.png</portraiticon>
    <rollovertextid>35281</rollovertextid>
    <shortrollovertextid>35280</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>Dynamite</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCrailroadworker.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
    </protoaction>
    <protoaction>
      <name>GrenadeAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="629" name="TrainCar">
    <dbid>919</dbid>
    <displaynameid>35285</displaynameid>
    <editornameid>36193</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\train_car.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>35284</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="630" name="NuggetKidnap">
    <dbid>924</dbid>
    <displaynameid>35412</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\outlaw_kidnap\kidnap_null.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>35411</rollovertextid>
    <shortrollovertextid>35410</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="631" name="OutlawPistol">
    <dbid>926</dbid>
    <displaynameid>35421</displaynameid>
    <editornameid>35422</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\spc\outlaws\outlaw_pistol.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_64x64.png</icon>
    <portraiticon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_portrait.png</portraiticon>
    <rollovertextid>35420</rollovertextid>
    <shortrollovertextid>35419</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>9.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPistolero</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="632" name="SPCMorganFlagship">
    <dbid>927</dbid>
    <displaynameid>35565</displaynameid>
    <editornameid>35566</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\spc\morgan_flagship\galleon_morgan.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>35564</rollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <flag>HeroName1</flag>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>82.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>164.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="633" name="IGCOldChilche">
    <dbid>929</dbid>
    <displaynameid>35613</displaynameid>
    <editornameid>35614</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chilche_old\igc_chilche_old.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\chilche_old\chilche_old_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\chilche_old\chilche_old_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="634" name="SPCPort">
    <dbid>936</dbid>
    <displaynameid>35672</displaynameid>
    <editornameid>35674</editornameid>
    <obstructionradiusx>0.2000</obstructionradiusx>
    <obstructionradiusz>0.2000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>buildings\spc\havana_port\spc_port.xml</animfile>
    <icon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\pyramid\pyramid_icon_64x64.png</portraiticon>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>NotCommandable</flag>
    <flag>NotSearchable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="635" name="WhiteJaguarGuard">
    <dbid>939</dbid>
    <displaynameid>35776</displaynameid>
    <editornameid>35777</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\white_jaguar\white_jaguar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\spc\white_jaguar\jaguar_white_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\white_jaguar\jaguar_white_portrait.png</portraiticon>
    <rollovertextid>35775</rollovertextid>
    <shortrollovertextid>35774</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>Predator</unitaitype>
    <bounty>6.0000</bounty>
    <buildbounty>6.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>24.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="636" name="WhiteWolfGuard">
    <dbid>940</dbid>
    <displaynameid>35778</displaynameid>
    <editornameid>36192</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\wolf\wolf.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wolf\white_wolf_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\wolf\white_wolf_portrait.png</portraiticon>
    <rollovertextid>38155</rollovertextid>
    <shortrollovertextid>38170</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>10.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>23.0000</bounty>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="637" name="NuggetBearTree">
    <dbid>943</dbid>
    <displaynameid>35805</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\bear_tree\nugget_bear_tree.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>35804</rollovertextid>
    <shortrollovertextid>35803</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="638" name="NuggetWolfWagon">
    <dbid>944</dbid>
    <displaynameid>35812</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\wolf_wagon\nugget_wolf_wagon.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>35811</rollovertextid>
    <shortrollovertextid>35810</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="639" name="SPCAztecMural">
    <dbid>945</dbid>
    <displaynameid>35819</displaynameid>
    <editornameid>35820</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\aztec_mural\spc_aztec_mural.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\blockhouse\blockhouse_icon.png</icon>
    <portraiticon>resources\art\buildings\blockhouse\blockhouse_icon.png</portraiticon>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>36.0000</los>
    <unitaitype>Predator</unitaitype>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>PlaceAnywhere</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>blockhouse.tactics</tactics>
  </unit>
  <unit id="640" name="IGCJaeger">
    <dbid>947</dbid>
    <displaynameid>35879</displaynameid>
    <editornameid>35880</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\igcjaeger\igcjaeger.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\jaeger\hessian_jaeger_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\jaeger\hessian_jaeger_icon_64x64.png</portraiticon>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">600.0000</cost>
    <cost resourcetype="Ships">1.0000</cost>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>john.tactics</tactics>
  </unit>
  <unit id="641" name="TrainCarWood">
    <dbid>948</dbid>
    <displaynameid>35882</displaynameid>
    <editornameid>35889</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\wood_car.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>35881</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="642" name="TrainCarFood">
    <dbid>949</dbid>
    <displaynameid>35884</displaynameid>
    <editornameid>35888</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\food_car.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>35883</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>NoHPBar</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="643" name="TrainCarCoin">
    <dbid>950</dbid>
    <displaynameid>35886</displaynameid>
    <editornameid>35887</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trains\coin_car.xml</animfile>
    <icon>resources\art\units\trains\train_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trains\train_portrait.png</portraiticon>
    <rollovertextid>35885</rollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="644" name="IGCBoneguard">
    <dbid>954</dbid>
    <displaynameid>35984</displaynameid>
    <editornameid>35985</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\boneguard\igc_bguard_two.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\boneguard\boneguard_age2_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\boneguard\boneguard_age2_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="645" name="MineGold">
    <dbid>955</dbid>
    <displaynameid>36007</displaynameid>
    <editornameid>36008</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\gold_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>36006</rollovertextid>
    <shortrollovertextid>36005</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">5000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>3.0</scalingaurascale>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="646" name="NuggetNavigationChart">
    <dbid>959</dbid>
    <displaynameid>36210</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\spc_navigation_chart\spc_navigation_chart.xml</animfile>
    <icon>resources\art\nuggets\spc_navigation_chart\spc_navigation_chart_portrait.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\nuggets\spc_navigation_chart\spc_navigation_chart_portrait.png</portraiticon>
    <rollovertextid>36209</rollovertextid>
    <shortrollovertextid>36208</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="647" name="SPCNativeBoy">
    <dbid>960</dbid>
    <displaynameid>36332</displaynameid>
    <editornameid>36333</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\SPC_native_boy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <rollovertextid>36331</rollovertextid>
    <shortrollovertextid>36330</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>28.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>5.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="648" name="TreePatagoniaDirt">
    <dbid>961</dbid>
    <displaynameid>36387</displaynameid>
    <editornameid>36388</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_patagonia_dirt.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>36386</rollovertextid>
    <shortrollovertextid>36385</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="649" name="TreePatagoniaSnow">
    <dbid>962</dbid>
    <displaynameid>36392</displaynameid>
    <editornameid>36393</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_patagonia_snow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>36391</rollovertextid>
    <shortrollovertextid>36390</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="650" name="IGCMusketeer">
    <dbid>966</dbid>
    <displaynameid>36524</displaynameid>
    <editornameid>36525</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\musketeer\igc_musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
  </unit>
  <unit id="651" name="IGCCrossbowman">
    <dbid>967</dbid>
    <displaynameid>36528</displaynameid>
    <editornameid>36529</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\crossbowmen\crossbow_igc.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\crossbow\crossbow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\crossbow\crossbow_portrait.png</portraiticon>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">20.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="652" name="SPCTreasureShip2">
    <dbid>968</dbid>
    <displaynameid>36560</displaynameid>
    <editornameid>36561</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galleon\galleon.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>36559</rollovertextid>
    <shortrollovertextid>36558</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>30.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <train row="0" page="0" column="8">CavalryArcher</train>
    <train row="0" page="0" column="8">Dragoon</train>
    <train row="0" page="0" column="4">Cacadore</train>
    <train row="0" page="0" column="4">Cacadore</train>
    <train row="0" page="0" column="6">Hussar</train>
    <train row="0" page="0" column="1">Janissary</train>
    <train row="0" page="0" column="1">Janissary</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="5">Crossbowman</train>
    <train row="0" page="0" column="5">Crossbowman</train>
    <train row="0" page="0" column="5">Longbowman</train>
    <train row="0" page="0" column="5">Longbowman</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="12">OrganGun</train>
    <train row="0" page="0" column="7">Lancer</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="0">deCarolean</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Grenadier</train>
    <train row="0" page="0" column="3">Grenadier</train>
    <train row="0" page="0" column="9">Falconet</train>
    <train row="0" page="0" column="11">Culverin</train>
    <train row="0" page="0" column="4">Skirmisher</train>
    <train row="0" page="0" column="4">Skirmisher</train>
    <train row="0" page="0" column="10">Mortar</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="7">Ruyter</train>
    <train row="0" page="0" column="7">deFinnishRider</train>
    <train row="0" page="0" column="12">Cannon</train>
    <train row="0" page="0" column="13">GreatBombard</train>
    <train row="0" page="0" column="14">AbusGun</train>
    <train row="0" page="0" column="14">Rocket</train>
    <train row="0" page="0" column="13">Strelet</train>
    <train row="0" page="0" column="14">Cossack</train>
    <train row="0" page="0" column="13">Uhlan</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Immoveable</flag>
    <flag>NotCommandable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="653" name="SPCHealObject">
    <dbid>969</dbid>
    <displaynameid>36615</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\spc_heal_object.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <initialhitpoints>2400.0000</initialhitpoints>
    <maxhitpoints>2400.0000</maxhitpoints>
    <los>4.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>OnlyInEditor</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NonCollideable</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHeavyInfantry</contain>
    <contain>AbstractArtillery</contain>
    <contain>AbstractCavalry</contain>
    <contain>AbstractLightInfantry</contain>
    <command page="10" column="7">Delete</command>
    <tactics>fieldhospital.tactics</tactics>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
  </unit>
  <unit id="654" name="NatMedicineMan">
    <dbid>971</dbid>
    <displaynameid>36735</displaynameid>
    <editornameid>36736</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\native_oldman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\medicine_man_icon.png</icon>
    <portraiticon>resources\art\units\natives\medicine_man_portrait.png</portraiticon>
    <rollovertextid>36734</rollovertextid>
    <shortrollovertextid>36733</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>4</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>healer.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="655" name="SPCBucCaptain">
    <dbid>972</dbid>
    <displaynameid>36739</displaynameid>
    <editornameid>36740</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\mercenaries\barbary_corsair\barbary_corsair.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_portrait.png</portraiticon>
    <rollovertextid>36738</rollovertextid>
    <shortrollovertextid>36737</shortrollovertextid>
    <initialhitpoints>365.0000</initialhitpoints>
    <maxhitpoints>365.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>MercType3</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFog</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorHandInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>104.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>62.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="656" name="IGCSeminoleChief">
    <dbid>974</dbid>
    <displaynameid>36832</displaynameid>
    <editornameid>36833</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\neamaltha\igc_neamaltha.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\neamaltha\neamaltha_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\neamaltha\neamaltha_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="657" name="SPCTutorialFlag">
    <dbid>981</dbid>
    <displaynameid>36913</displaynameid>
    <editornameid>36914</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\spc\spc_flag\tutorial_flag.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="658" name="SPCFixedGunRuins">
    <dbid>983</dbid>
    <displaynameid>37003</displaynameid>
    <editornameid>37004</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>buildings\spc\fixed_gun\fixed_gun_ruins.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>37002</rollovertextid>
    <shortrollovertextid>37001</shortrollovertextid>
    <initialhitpoints>10000.0000</initialhitpoints>
    <maxhitpoints>10000.0000</maxhitpoints>
    <los>75.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>300.0000</bounty>
    <cost resourcetype="Gold">2000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Military</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <flag>DontFlattenGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <tactics>SPCFixedGunRuin.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>1000.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>20.000000</minrange>
      <maxrange>45.000000</maxrange>
      <rof>7.000000</rof>
      <active>1</active>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>300.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>20.000000</minrange>
      <maxrange>45.000000</maxrange>
      <rof>7.000000</rof>
      <damagebonus type="SPCFountainOfYouth">2.500000</damagebonus>
      <active>1</active>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
      <minrange>20.000000</minrange>
      <damagebonus type="Building">1.250000</damagebonus>
      <active>1</active>
      <damagearea>6.000000</damagearea>
    </protoaction>
  </unit>
  <unit id="659" name="IGCHarbormaster">
    <dbid>987</dbid>
    <displaynameid>37264</displaynameid>
    <editornameid>37265</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>1.7500</maxvelocity>
    <maxrunvelocity>3.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\harbor_master\igc_harbor_master.xml</animfile>
    <impacttype>Flesh</impacttype>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="660" name="IGCWolfAttack">
    <dbid>992</dbid>
    <displaynameid>37330</displaynameid>
    <editornameid>37331</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\igc\wolf_attack\wolf_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="661" name="SPCAlain2">
    <dbid>1016</dbid>
    <displaynameid>41568</displaynameid>
    <editornameid>41569</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\alain\spc_alain_magnan_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <rollovertextid>41567</rollovertextid>
    <shortrollovertextid>41566</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>90.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>90.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>90.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>60.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>180.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="662" name="SPCSkybox">
    <dbid>1021</dbid>
    <displaynameid>41571</displaynameid>
    <editornameid>41572</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\sky\spc_skybox.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="663" name="SPCSkybox1">
    <dbid>1022</dbid>
    <displaynameid>41606</displaynameid>
    <editornameid>41607</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\sky\spc_skybox_1.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="664" name="OutlawMusketeer">
    <dbid>1023</dbid>
    <displaynameid>41614</displaynameid>
    <editornameid>41615</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\infantry_ranged\musketeer\musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <rollovertextid>41613</rollovertextid>
    <shortrollovertextid>41612</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>HandCombative</unitaitype>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>MercType3</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorMusketeer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="665" name="NuggetKidnapBrit">
    <dbid>1024</dbid>
    <displaynameid>41630</displaynameid>
    <editornameid>41634</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\outlaw_kidnap\kidnap_null.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>41629</rollovertextid>
    <shortrollovertextid>41628</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ObscuresUnits</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="666" name="SPCOssuary">
    <dbid>1025</dbid>
    <displaynameid>41657</displaynameid>
    <editornameid>41676</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\ossuary\spc_ossuary.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\ossuary\spc_ossuary_icon_64x64.png</icon>
    <minimapicon>ui\minimap\fort_star_16x16</minimapicon>
    <portraiticon>resources\art\buildings\spc\ossuary\spc_ossuary_portrait.png</portraiticon>
    <rollovertextid>41656</rollovertextid>
    <shortrollovertextid>41677</shortrollovertextid>
    <initialhitpoints>8500.0000</initialhitpoints>
    <maxhitpoints>8500.0000</maxhitpoints>
    <los>26.0000</los>
    <bounty>1000.0000</bounty>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
  </unit>
  <unit id="667" name="OutpostWagon">
    <dbid>1026</dbid>
    <displaynameid>41660</displaynameid>
    <editornameid>41661</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\outpost_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\outpost_wagon_portrait.png</portraiticon>
    <rollovertextid>41659</rollovertextid>
    <shortrollovertextid>41658</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">Outpost</train>
    <train row="0" page="6" column="0">Blockhouse</train>
    <train row="0" page="6" column="0">WarHut</train>
    <train row="0" page="6" column="0">YPOutpostAsian</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.000000</rate>
      <rate type="Blockhouse">2.000000</rate>
      <rate type="WarHut">2.000000</rate>
      <rate type="YPOutpostAsian">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="668" name="FortWagon">
    <dbid>1027</dbid>
    <displaynameid>41668</displaynameid>
    <editornameid>41669</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_fort.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\fort_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\fort_wagon_portrait.png</portraiticon>
    <rollovertextid>41667</rollovertextid>
    <shortrollovertextid>41666</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">FortFrontier</train>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="FortFrontier">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="669" name="FactoryWagon">
    <dbid>1028</dbid>
    <displaynameid>41672</displaynameid>
    <editornameid>41673</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_factory.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\factory_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\factory_wagon_portrait.png</portraiticon>
    <rollovertextid>41671</rollovertextid>
    <shortrollovertextid>41670</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">Factory</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Factory">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="670" name="SPCSignalFire">
    <dbid>1029</dbid>
    <displaynameid>41774</displaynameid>
    <editornameid>41775</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\signal_fire\spc_signal_fire.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <rollovertextid>43303</rollovertextid>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="671" name="IGCNativeVillager">
    <dbid>1030</dbid>
    <displaynameid>41953</displaynameid>
    <editornameid>41954</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\native_villager\native_villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>26.0000</los>
    <unitaitype>Civilian</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
  </unit>
  <unit id="672" name="HouseEast">
    <dbid>1031</dbid>
    <displaynameid>41968</displaynameid>
    <editornameid>41969</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\house_east.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house\house_portrait.png</portraiticon>
    <rollovertextid>41967</rollovertextid>
    <shortrollovertextid>41966</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>house.tactics</tactics>
  </unit>
  <unit id="673" name="HouseMed">
    <dbid>1032</dbid>
    <displaynameid>41972</displaynameid>
    <editornameid>41973</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\house_med.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house\house_portrait.png</portraiticon>
    <rollovertextid>41971</rollovertextid>
    <shortrollovertextid>41970</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="674" name="NuggetWolfMissionary">
    <dbid>1033</dbid>
    <displaynameid>42102</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\wolf_missionary\nugget_wolf_missionary.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>42101</rollovertextid>
    <shortrollovertextid>42100</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="675" name="MinkeWhale">
    <dbid>1035</dbid>
    <displaynameid>42300</displaynameid>
    <editornameid>42302</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\whale_minke\whale_minke.xml</animfile>
    <icon>resources\art\units\animals\whale_minke\minke_whale_portrait.png</icon>
    <portraiticon>resources\art\units\animals\whale_minke\minke_whale_portrait.png</portraiticon>
    <rollovertextid>42299</rollovertextid>
    <shortrollovertextid>42298</shortrollovertextid>
    <initialresource resourcetype="Gold">1500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <gathererlimit>4</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>AbstractWhale</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>UnlimitedSupply</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
  </unit>
  <unit id="676" name="HumpbackWhale">
    <dbid>1036</dbid>
    <displaynameid>42305</displaynameid>
    <editornameid>42306</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\whale\whale.xml</animfile>
    <icon>resources\art\units\animals\whale\whale_humpback_portrait.png</icon>
    <portraiticon>resources\art\units\animals\whale\whale_humpback_portrait.png</portraiticon>
    <rollovertextid>42304</rollovertextid>
    <shortrollovertextid>42303</shortrollovertextid>
    <initialresource resourcetype="Gold">1500.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <gathererlimit>4</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractWhale</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Fish</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ForceBuildingData</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>VisibleUnderFog</flag>
    <flag>UnlimitedSupply</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NoIdleActions</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
  </unit>
  <unit id="677" name="SPCFierceCougar">
    <dbid>1037</dbid>
    <displaynameid>42327</displaynameid>
    <editornameid>42329</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\cougar\cougar.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\cougar\cougar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\cougar\cougar_portrait.png</portraiticon>
    <rollovertextid>42326</rollovertextid>
    <shortrollovertextid>42325</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <buildlimit>5</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="678" name="SPCSignalFireLit">
    <dbid>1040</dbid>
    <displaynameid>42402</displaynameid>
    <editornameid>42403</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\signal_fire\spc_signal_fire_lit.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <rollovertextid>43304</rollovertextid>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="679" name="IGCTrainStation">
    <dbid>1043</dbid>
    <displaynameid>42447</displaynameid>
    <editornameid>42448</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\train_station\spc_train_station.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\trading_post\trading_post_icon.png</icon>
    <portraiticon>resources\art\buildings\trading_post\trading_post_portrait.png</portraiticon>
    <rollovertextid>42446</rollovertextid>
    <shortrollovertextid>42445</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>90.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>VictoryPointBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
    <tactics>envoy.tactics</tactics>
  </unit>
  <unit id="680" name="NuggetAbandonedCabin">
    <dbid>1044</dbid>
    <displaynameid>42885</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\abandoned_cabin\abandoned_cabin.xml</animfile>
    <deadreplacement>BuildingRubbleCabinNugget</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>42884</rollovertextid>
    <shortrollovertextid>42883</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="681" name="NuggetPirate">
    <dbid>1045</dbid>
    <displaynameid>42931</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\pirates\pirate_null.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>42930</rollovertextid>
    <shortrollovertextid>42929</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="682" name="NuggetBearCampsite">
    <dbid>1046</dbid>
    <displaynameid>42934</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\bear_campsite\nugget_bear_campsite.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>42933</rollovertextid>
    <shortrollovertextid>42932</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="683" name="FixedGunBall">
    <dbid>1049</dbid>
    <displaynameid>42967</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\fixed_gun_ball.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="684" name="GeorgeCrushington">
    <dbid>1057</dbid>
    <displaynameid>43163</displaynameid>
    <editornameid>43164</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\george_crushington\g_crushington.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\george_crushington\g_crushington_icon.png</icon>
    <portraiticon>resources\art\units\george_crushington\g_crushington_icon.png</portraiticon>
    <rollovertextid>43162</rollovertextid>
    <shortrollovertextid>43161</shortrollovertextid>
    <initialhitpoints>999999.0000</initialhitpoints>
    <maxhitpoints>999999.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">7.0000</cost>
    <cost resourcetype="Wood">4.0000</cost>
    <cost resourcetype="Gold">1776.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>titan.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>533.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>1600.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="685" name="Lazerbear">
    <dbid>1059</dbid>
    <displaynameid>43171</displaynameid>
    <editornameid>43172</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\bear\bear_lazer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\animals\bear\lazer_bear_portrait.png</icon>
    <portraiticon>resources\art\units\animals\bear\lazer_bear_portrait.png</portraiticon>
    <rollovertextid>43170</rollovertextid>
    <shortrollovertextid>43169</shortrollovertextid>
    <initialhitpoints>106106.0000</initialhitpoints>
    <maxhitpoints>106106.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>superhero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <projectile>LazerBeam</projectile>
    </protoaction>
    <protoaction>
      <name>LazerAttack</name>
      <damage>800.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>LazerBeam</projectile>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>400.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.750000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
  </unit>
  <unit id="686" name="Fluffy">
    <dbid>1060</dbid>
    <displaynameid>43175</displaynameid>
    <editornameid>43176</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\fluffy\fluffy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\fluffy\fluffy_portrait.png</icon>
    <portraiticon>resources\art\units\fluffy\fluffy_portrait.png</portraiticon>
    <rollovertextid>43174</rollovertextid>
    <shortrollovertextid>43173</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">12.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
  </unit>
  <unit id="687" name="MonsterTruckA">
    <dbid>1061</dbid>
    <displaynameid>43179</displaynameid>
    <editornameid>43180</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>16.0000</maxvelocity>
    <maxrunvelocity>18.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\monster_truck\monster_truck_blue.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\monster_truck\monster_truck_blue_icon.png</icon>
    <portraiticon>resources\art\units\monster_truck\monster_truck_blue_icon.png</portraiticon>
    <rollovertextid>43178</rollovertextid>
    <shortrollovertextid>43177</shortrollovertextid>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>monstertruck.tactics</tactics>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>1000.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>2000.000000</damagecap>
      <damagearea>8.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="688" name="MonsterTruckT">
    <dbid>1062</dbid>
    <displaynameid>43183</displaynameid>
    <editornameid>43184</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>11.0000</maxvelocity>
    <maxrunvelocity>13.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\monster_truck\monster_truck_red.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\monster_truck\monster_truck_red_icon.png</icon>
    <portraiticon>resources\art\units\monster_truck\monster_truck_red_icon.png</portraiticon>
    <rollovertextid>43182</rollovertextid>
    <shortrollovertextid>43181</shortrollovertextid>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>monstertruck.tactics</tactics>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>1200.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>3000.000000</damagecap>
      <damagearea>6.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="689" name="FishBass">
    <dbid>1064</dbid>
    <displaynameid>43190</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\bass.xml</animfile>
    <icon>resources\art\units\animals\fish\bass_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\bass_portrait.png</portraiticon>
    <rollovertextid>43189</rollovertextid>
    <shortrollovertextid>43188</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Fish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="690" name="FishSardine">
    <dbid>1065</dbid>
    <displaynameid>43193</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\fish.xml</animfile>
    <icon>resources\art\units\animals\fish\fish_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\fish_portrait.png</portraiticon>
    <rollovertextid>43192</rollovertextid>
    <shortrollovertextid>43191</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="691" name="FishTarpon">
    <dbid>1066</dbid>
    <displaynameid>43196</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\tarpon.xml</animfile>
    <icon>resources\art\units\animals\fish\tarpon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\tarpon_portrait.png</portraiticon>
    <rollovertextid>43195</rollovertextid>
    <shortrollovertextid>43194</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Fish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="692" name="FishMahi">
    <dbid>1067</dbid>
    <displaynameid>43199</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\mahi.xml</animfile>
    <icon>resources\art\units\animals\fish\mahi_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\mahi_portrait.png</portraiticon>
    <rollovertextid>43198</rollovertextid>
    <shortrollovertextid>43197</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="693" name="MediocreBombard">
    <dbid>1068</dbid>
    <displaynameid>43204</displaynameid>
    <editornameid>43205</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\great_bombard\great_bombard.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\great_bombard\great_bombard_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\great_bombard\great_bombard_portrait.png</portraiticon>
    <rollovertextid>43203</rollovertextid>
    <shortrollovertextid>43202</shortrollovertextid>
    <initialhitpoints>550.0000</initialhitpoints>
    <maxhitpoints>550.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>115.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">10.0000</cost>
    <cost resourcetype="Gold">6.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>greatBombard.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>5000.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>100000.000000</damagecap>
      <damagearea>10.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>MediocreBombardBall</projectile>
      <maxheight>10.000000</maxheight>
    </protoaction>
  </unit>
  <unit id="694" name="FlyingPurpleTapir">
    <dbid>1069</dbid>
    <displaynameid>43208</displaynameid>
    <editornameid>43209</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\tapir\flying_tapir.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\animals\tapir\flying_purple_tapir_icon.png</icon>
    <portraiticon>resources\art\units\animals\tapir\flying_purple_tapir_icon.png</portraiticon>
    <rollovertextid>43207</rollovertextid>
    <shortrollovertextid>43206</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>25.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">106.0000</cost>
    <cost resourcetype="Gold">106.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>NoTieToGround</flag>
    <flag>FlyingUnit</flag>
    <flag>Tracked</flag>
    <flag>Invulnerable</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>800.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>533.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>1600.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="695" name="FishMoonBass">
    <dbid>1070</dbid>
    <displaynameid>43213</displaynameid>
    <editornameid>43214</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\bass.xml</animfile>
    <icon>resources\art\units\animals\fish\bass_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\bass_portrait.png</portraiticon>
    <rollovertextid>43212</rollovertextid>
    <shortrollovertextid>43211</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Fish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="696" name="GiftCoin">
    <dbid>1074</dbid>
    <displaynameid>43386</displaynameid>
    <editornameid>43387</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>43385</rollovertextid>
    <shortrollovertextid>43396</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">250.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="697" name="GiftFood">
    <dbid>1075</dbid>
    <displaynameid>43390</displaynameid>
    <editornameid>43391</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>43389</rollovertextid>
    <shortrollovertextid>43388</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">250.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="698" name="GiftWood">
    <dbid>1076</dbid>
    <displaynameid>43394</displaynameid>
    <editornameid>43395</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>43393</rollovertextid>
    <shortrollovertextid>43392</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">250.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="699" name="Reindeer">
    <dbid>1077</dbid>
    <displaynameid>43399</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\caribou\caribou.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\caribou\caribou_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\caribou\caribou_portrait.png</portraiticon>
    <rollovertextid>43398</rollovertextid>
    <shortrollovertextid>43397</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="700" name="TreeChristmas">
    <dbid>1078</dbid>
    <displaynameid>43402</displaynameid>
    <editornameid>43403</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_rockies_snow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>43401</rollovertextid>
    <shortrollovertextid>43400</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="701" name="SocketZapotec">
    <dbid>1079</dbid>
    <displaynameid>43436</displaynameid>
    <editornameid>43437</editornameid>
    <subciv>Zapotec</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Zapotec.png</portraiticon>
    <rollovertextid>43435</rollovertextid>
    <shortrollovertextid>43434</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="702" name="SocketCheyenne">
    <dbid>1080</dbid>
    <displaynameid>43440</displaynameid>
    <editornameid>43441</editornameid>
    <subciv>Cheyenne</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Cheyenne.png</portraiticon>
    <rollovertextid>43439</rollovertextid>
    <shortrollovertextid>43438</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Building</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="703" name="SocketHuron">
    <dbid>1081</dbid>
    <displaynameid>43444</displaynameid>
    <editornameid>43445</editornameid>
    <subciv>Huron</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Huron.png</portraiticon>
    <rollovertextid>43443</rollovertextid>
    <shortrollovertextid>43442</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="704" name="xpTomahawk">
    <dbid>1082</dbid>
    <displaynameid>43448</displaynameid>
    <editornameid>43449</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\tomahawk_warrior\tomahawk_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\IRO_tomahawk_icon.png</icon>
    <portraiticon>resources\art\units\IRO_tomahawk_portrait.png</portraiticon>
    <rollovertextid>43447</rollovertextid>
    <shortrollovertextid>43446</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>Tomahawk</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Wood">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>tomahawk.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="705" name="xpAenna">
    <dbid>1083</dbid>
    <displaynameid>43455</displaynameid>
    <editornameid>43456</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\aenna\bow_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\iro_aenna_icon.png</icon>
    <portraiticon>resources\art\units\iro_aenna_portrait.png</portraiticon>
    <rollovertextid>43454</rollovertextid>
    <shortrollovertextid>43453</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="706" name="xpMusketWarrior">
    <dbid>1084</dbid>
    <displaynameid>43459</displaynameid>
    <editornameid>43460</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\musket_warrior\musket_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\iro_forrest_runner_icon.png</icon>
    <portraiticon>resources\art\units\iro_forrest_runner_portrait.png</portraiticon>
    <rollovertextid>43458</rollovertextid>
    <shortrollovertextid>43457</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>Stealthrifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="707" name="xpHorseman">
    <dbid>1085</dbid>
    <displaynameid>43463</displaynameid>
    <editornameid>43464</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\axe_rider\axe_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\IRO_horseman_icon.png</icon>
    <portraiticon>resources\art\units\IRO_horseman_portrait.png</portraiticon>
    <rollovertextid>43462</rollovertextid>
    <shortrollovertextid>43461</shortrollovertextid>
    <initialhitpoints>285.0000</initialhitpoints>
    <maxhitpoints>285.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>37.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">75.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="AbstractArtillery">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>54.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="708" name="xpMusketRider">
    <dbid>1086</dbid>
    <displaynameid>43467</displaynameid>
    <editornameid>43468</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\musket_rider\musket_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\iro_musket_rider_icon.png</icon>
    <portraiticon>resources\art\units\iro_musket_rider_portrait.png</portraiticon>
    <rollovertextid>43466</rollovertextid>
    <shortrollovertextid>43465</shortrollovertextid>
    <initialhitpoints>205.0000</initialhitpoints>
    <maxhitpoints>205.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">55.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="709" name="xpRam">
    <dbid>1087</dbid>
    <displaynameid>43471</displaynameid>
    <editornameid>43472</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\ram\ram.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\iro_ram_icon.png</icon>
    <portraiticon>resources\art\units\iro_ram_portrait.png</portraiticon>
    <rollovertextid>43470</rollovertextid>
    <shortrollovertextid>43469</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Wood">120.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandSiege</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>ram.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>75.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>38.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="710" name="xpMantlet">
    <dbid>1088</dbid>
    <displaynameid>43475</displaynameid>
    <editornameid>43476</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\natives\iroquois\mantlet\mantlet.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\natives\mantlet_icon.png</icon>
    <portraiticon>resources\art\units\natives\mantlet_portrait.png</portraiticon>
    <rollovertextid>43474</rollovertextid>
    <shortrollovertextid>43473</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">75.0000</cost>
    <cost resourcetype="Gold">125.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="711" name="xpLightCannon">
    <dbid>1089</dbid>
    <displaynameid>43479</displaynameid>
    <editornameid>43480</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\iroquois_falconet\iroquois_falconet.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\sx_light_cannon_icon.png</icon>
    <portraiticon>resources\art\units\sx_light_cannon_portrait.png</portraiticon>
    <rollovertextid>43478</rollovertextid>
    <shortrollovertextid>43477</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>36.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>xplightcannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>70.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>32.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">3.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="712" name="xpIroquoisWarChief">
    <dbid>1091</dbid>
    <displaynameid>43489</displaynameid>
    <editornameid>43493</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\war_chief\war_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\IRO_warchief_icon.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\IRO_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>43488</rollovertextid>
    <shortrollovertextid>43487</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">PetWolf</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <train row="0" page="6" column="5">NativeScout</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>SharpshooterAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="713" name="WarHut">
    <dbid>1092</dbid>
    <displaynameid>43492</displaynameid>
    <editornameid>43651</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\war_hut\war_hut.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\war_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\war_hut_portrait.png</portraiticon>
    <rollovertextid>43491</rollovertextid>
    <shortrollovertextid>43490</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <train row="0" page="0" column="0">xpWarBow</train>
    <train row="0" page="0" column="1">xpWarClub</train>
    <train row="0" page="0" column="2">xpWarRifle</train>
    <train row="0" page="0" column="0">xpAenna</train>
    <train row="0" page="0" column="2">xpMusketWarrior</train>
    <train row="0" page="0" column="1">xpTomahawk</train>
    <train row="0" page="0" column="0">xpCoyoteMan</train>
    <train row="0" page="0" column="1">xpMacehualtin</train>
    <train row="0" page="0" column="2">xpPumaMan</train>
    <train row="0" page="0" column="0">xpColonialMilitia</train>
    <train row="0" page="0" column="0">xpSPCColonialMilitia</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="1">Skirmisher</train>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="0">deCarolean</train>
    <tech row="0" page="1" column="0">VeteranMusketeers</tech>
    <tech row="0" page="1" column="0">EliteAennas</tech>
    <tech row="0" page="1" column="1">EliteTomahawks</tech>
    <tech row="0" page="1" column="1">ChampionTomahawk</tech>
    <tech row="0" page="1" column="0">ImpLegendaryAennas</tech>
    <tech row="0" page="1" column="3">StrongWarHut</tech>
    <tech row="0" page="1" column="0">GuardColonialMilitia</tech>
    <tech row="0" page="1" column="1">ImpLegendaryMacehualtins</tech>
    <tech row="0" page="1" column="0">GuardMusketeers</tech>
    <tech row="0" page="1" column="3">MightyWarHut</tech>
    <tech row="0" page="2" column="0">BigWarHutBarometz</tech>
    <tech row="0" page="2" column="0">deBigWarHutHualcana</tech>
    <tech row="0" page="1" column="0">ChampionWarBows</tech>
    <tech row="0" page="1" column="2">ChampionWarRifles</tech>
    <tech row="0" page="1" column="0">EliteCoyotemen</tech>
    <tech row="0" page="1" column="0">EliteWarBows</tech>
    <tech row="0" page="2" column="0">BigWarHutLacrosse</tech>
    <tech row="0" page="1" column="1">ImpLegendaryTomahawks</tech>
    <tech row="0" page="1" column="0">ChampionCoyotemen</tech>
    <tech row="0" page="1" column="2">ElitePumaMen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryCoyoteMen</tech>
    <tech row="0" page="1" column="1">ImpLegendaryWarClubs</tech>
    <tech row="0" page="1" column="1">ChampionMacehualtins</tech>
    <tech row="0" page="1" column="1">EliteWarClubs</tech>
    <tech row="0" page="1" column="0">VeteranColonialMilitia</tech>
    <tech row="0" page="1" column="1">ChampionWarClubs</tech>
    <tech row="0" page="1" column="1">GuardSkirmishers</tech>
    <tech row="0" page="1" column="2">ChampionPumaMen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryWarBows</tech>
    <tech row="0" page="1" column="2">ImpLegendaryPumaMen</tech>
    <tech row="0" page="1" column="2">ImpLegendaryWarRifles</tech>
    <tech row="0" page="1" column="2">ChampionMusketWarriors</tech>
    <tech row="0" page="1" column="2">ImpLegendaryMusketWarriors</tech>
    <tech row="0" page="2" column="0">BigWarHutWarDrums</tech>
    <tech row="0" page="1" column="0">ChampionAennas</tech>
    <tech row="0" page="1" column="1">EliteMacehualtins</tech>
    <tech row="0" page="1" column="0">DEEliteBowmen</tech>
    <tech row="0" page="1" column="1">DEEliteSpearmen</tech>
    <tech row="0" page="1" column="2">DEEliteRunners</tech>
    <tech row="0" page="1" column="0">DEChampionBowmen</tech>
    <tech row="0" page="1" column="1">DEChampionSpearmen</tech>
    <tech row="0" page="1" column="2">DEChampionRunners</tech>
    <tech row="0" page="1" column="0">DEImpLegendaryBowmen</tech>
    <tech row="0" page="1" column="1">DEImpLegendarySpearmen</tech>
    <tech row="0" page="1" column="2">DEImpLegendaryRunners</tech>
    <tech row="0" page="1" column="0">VeteranCaroleans</tech>
    <tech row="0" page="1" column="0">GuardCaroleans</tech>
    <tech row="0" page="1" column="0">ImperialCaroleans</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>BuildingShowTactics</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypCastleRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
    <tactics>warhut.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="714" name="Shrine">
    <dbid>1093</dbid>
    <displaynameid>43496</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\medicine_shrine\medicine_shrine.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\medicine_shrine.png</icon>
    <portraiticon>resources\art\buildings\medicine_shrine.png</portraiticon>
    <rollovertextid>43495</rollovertextid>
    <shortrollovertextid>43494</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractChurch</unittype>
    <train row="0" page="0" column="0">Priest</train>
    <train row="0" page="0" column="0">Missionary</train>
    <train row="0" page="0" column="0">Imam</train>
    <tech row="0" page="1" column="9">ChurchZweihander</tech>
    <tech row="0" page="1" column="8">ChurchQuatrefage</tech>
    <tech row="0" page="1" column="7">UniqueSPCPatriots</tech>
    <tech row="0" page="1" column="7">ChurchWesternization</tech>
    <tech row="0" page="1" column="7">ChurchKopruluViziers</tech>
    <tech row="0" page="1" column="7">ChurchThinRedLine</tech>
    <tech row="0" page="1" column="8">UniqueSPCGrandEncampment</tech>
    <tech row="0" page="1" column="8">ChurchGardeImperial1</tech>
    <tech row="0" page="1" column="8">ChurchGardeImperial2</tech>
    <tech row="0" page="1" column="2">ChurchTownWatch</tech>
    <tech row="0" page="1" column="8">ChurchBlackWatch</tech>
    <tech row="0" page="1" column="7">UniqueSPCCorsolet</tech>
    <tech row="0" page="1" column="9">UniqueSPCHighCrusade</tech>
    <tech row="0" page="1" column="7">UniqueSPCIndianFriendship</tech>
    <tech row="0" page="1" column="8">UniqueSPCTaxBurden</tech>
    <tech row="0" page="1" column="1">Bastion</tech>
    <tech row="0" page="1" column="8">ChurchGalataTowerDistrict</tech>
    <tech row="0" page="1" column="7">ChurchAbbassidMarket</tech>
    <tech row="0" page="1" column="8">ChurchTopkapi</tech>
    <tech row="0" page="1" column="9">ChurchRogersRangers</tech>
    <tech row="0" page="1" column="9">ChurchWildGeeseSpanish</tech>
    <tech row="0" page="1" column="9">ChurchTowerAndSword</tech>
    <tech row="0" page="1" column="8">ChurchTanzimat</tech>
    <tech row="0" page="1" column="7">ChurchCoffeeTrade</tech>
    <tech row="0" page="1" column="5">ChurchStandingArmy</tech>
    <tech row="0" page="1" column="7">ChurchTillysDiscipline</tech>
    <tech row="0" page="1" column="10">ChurchTopcuCorps</tech>
    <tech row="0" page="1" column="9">ChurchTufanciCorps</tech>
    <tech row="0" page="1" column="8">ChurchBestieros</tech>
    <tech row="0" page="1" column="8">ChurchKalmucks</tech>
    <tech row="0" page="1" column="7">ChurchPetrineReforms</tech>
    <tech row="0" page="1" column="3">ChurchGasLighting</tech>
    <tech row="0" page="1" column="7">ChurchMilletSystem</tech>
    <tech row="0" page="1" column="9">UniqueSPCCustomizedMercWeapons</tech>
    <tech row="0" page="1" column="7">ChurchEconmediaManor</tech>
    <tech row="0" page="1" column="7">ChurchCodeNapoleon</tech>
    <tech row="0" page="1" column="6">ChurchMassCavalry</tech>
    <tech row="0" page="1" column="9">ChurchStadholders</tech>
    <tech row="0" page="1" column="8">ChurchWallensteinsContracts</tech>
    <tech row="0" page="1" column="8">ChurchWaardgelders</tech>
    <tech row="0" page="1" column="9">ChurchBashkirPonies</tech>
    <tech row="0" page="1" column="4">ChurchMercantilism</tech>
    <tech row="0" page="1" column="7">ChurchCorsolet</tech>
    <tech row="0" page="1" column="8">ChurchGardeImperial3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="715" name="Corral">
    <dbid>1095</dbid>
    <displaynameid>43502</displaynameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\corral\corral.xml</animfile>
    <deadreplacement>BuildingRubble5x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>stable</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\corral_icon.png</icon>
    <portraiticon>resources\art\buildings\corral_portrait.png</portraiticon>
    <rollovertextid>43501</rollovertextid>
    <shortrollovertextid>43500</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractStables</unittype>
    <train row="0" page="0" column="0">xpHorseman</train>
    <train row="0" page="0" column="1">xpMusketRider</train>
    <train row="0" page="0" column="0">xpAxeRider</train>
    <train row="0" page="0" column="0">Hussar</train>
    <train row="0" page="0" column="1">Dragoon</train>
    <train row="0" page="0" column="1">xpBowRider</train>
    <train row="0" page="0" column="3">xpCoupRider</train>
    <train row="0" page="0" column="2">xpRifleRider</train>
    <tech row="0" page="1" column="1">GuardDragoons</tech>
    <tech row="0" page="1" column="0">GuardHussars</tech>
    <tech row="0" page="1" column="0">VeteranHussars</tech>
    <tech row="0" page="1" column="0">ChampionHorsemen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryHorsemen</tech>
    <tech row="0" page="1" column="0">EliteHorsemen</tech>
    <tech row="0" page="1" column="1">ChampionMusketRiders</tech>
    <tech row="0" page="1" column="0">ImpLegendaryAxeRiders</tech>
    <tech row="0" page="1" column="1">ImpLegendaryMusketRiders</tech>
    <tech row="0" page="1" column="2">ImpLegendaryRifleRiders</tech>
    <tech row="0" page="1" column="1">ImpLegendaryBowRider</tech>
    <tech row="0" page="1" column="1">ChampionBowRider</tech>
    <tech row="0" page="2" column="0">BigCorralBonepipeArmor</tech>
    <tech row="0" page="2" column="0">BigCorralHorseSecrets</tech>
    <tech row="0" page="1" column="0">ChampionAxeRiders</tech>
    <tech row="0" page="1" column="0">EliteAxeRiders</tech>
    <tech row="0" page="1" column="1">EliteBowRider</tech>
    <tech row="0" page="1" column="2">ChampionRifleRiders</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="716" name="Farm">
    <dbid>1096</dbid>
    <displaynameid>43505</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <placementobstructionradiusx>7.5000</placementobstructionradiusx>
    <placementobstructionradiusz>8.0000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\farm\farm.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\farm_icon.png</icon>
    <portraiticon>resources\art\buildings\farm_portrait.png</portraiticon>
    <rollovertextid>43504</rollovertextid>
    <shortrollovertextid>43503</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Food</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <train row="0" page="0" column="0">Sheep</train>
    <tech row="0" page="2" column="0">BigFarmHorsemanship</tech>
    <tech row="0" page="1" column="0">ImpLargeScaleGathering</tech>
    <tech row="0" page="2" column="0">BigFarmCinteotl</tech>
    <tech row="0" page="1" column="0">HarvestCeremony</tech>
    <tech row="0" page="1" column="0">GreatFeast</tech>
    <tech row="0" page="1" column="0">GreenCornCeremony</tech>
    <tech row="0" page="2" column="0">BigFarmStrawberry</tech>
    <tech row="0" page="1" column="1">SelectiveBreeding</tech>
    <tech row="0" page="2" column="0">deBigFarmUrcuchillay</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <tactics>farm.tactics</tactics>
  </unit>
  <unit id="717" name="xpWarCanoe">
    <dbid>1097</dbid>
    <displaynameid>43509</displaynameid>
    <editornameid>43510</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>9.0000</maxvelocity>
    <maxrunvelocity>11.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\war_canoe\war_canoe.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\az_war_canoe_icon.png</icon>
    <portraiticon>resources\art\units\az_war_canoe_portrait.png</portraiticon>
    <rollovertextid>43508</rollovertextid>
    <shortrollovertextid>43507</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>29.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>canoe.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>25.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.220000</rate>
      <rate type="AbstractWhale">0.170000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>25.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="718" name="Tipi">
    <dbid>1100</dbid>
    <displaynameid>43669</displaynameid>
    <editornameid>43670</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\native_settlement\tipi.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house_portrait.png</portraiticon>
    <rollovertextid>43668</rollovertextid>
    <shortrollovertextid>43667</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="719" name="TreeRedwood">
    <dbid>1101</dbid>
    <displaynameid>43673</displaynameid>
    <editornameid>43674</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_redwood.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>43672</rollovertextid>
    <shortrollovertextid>43671</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="720" name="Longhouse">
    <dbid>1102</dbid>
    <displaynameid>43677</displaynameid>
    <editornameid>43678</editornameid>
    <populationcapaddition>15</populationcapaddition>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\house\house_iro.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\iro_house_icon.png</icon>
    <portraiticon>resources\art\buildings\iro_house_portrait.png</portraiticon>
    <rollovertextid>43676</rollovertextid>
    <shortrollovertextid>43675</shortrollovertextid>
    <initialhitpoints>1800.0000</initialhitpoints>
    <maxhitpoints>1800.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>14</buildlimit>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">125.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <tech row="0" page="4" column="0">Caracole</tech>
    <tech row="0" page="5" column="0">GunnersQuadrant</tech>
    <tech row="0" page="2" column="0">BigLonghouseWoodlandDwellers</tech>
    <tech row="0" page="4" column="1">CavalryCuirass</tech>
    <tech row="0" page="5" column="1">HeatedShot</tech>
    <tech row="0" page="1" column="0">InfantryBreastplate</tech>
    <tech row="0" page="1" column="1">Rifling</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>longhouse.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="721" name="SettlerNative">
    <dbid>1103</dbid>
    <displaynameid>43687</displaynameid>
    <editornameid>43688</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\native_villager_icon.png</icon>
    <portraiticon>resources\art\units\native_villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>43686</rollovertextid>
    <shortrollovertextid>43685</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">TownCenter</train>
    <train row="0" page="6" column="15">TownCenter</train>
    <train row="0" page="6" column="16">Plantation</train>
    <train row="0" page="6" column="16">Plantation</train>
    <train row="0" page="6" column="17">Saloon</train>
    <train row="0" page="6" column="18">Capitol</train>
    <train row="0" page="6" column="19">NativeEmbassy</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <train row="0" page="6" column="1">deHouseInca</train>
    <train row="0" page="6" column="2">deStorehouse</train>
    <train row="0" page="6" column="12">deKallanka</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settlernative.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>SpearAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="CommunityPlaza">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="Church">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="CommunityPlaza">0.100000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="deSPCFarmAfrican">0.000010</rate>
      <rate type="deFurTrade">0.600000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="722" name="NatLightningWarrior">
    <dbid>1104</dbid>
    <displaynameid>43756</displaynameid>
    <editornameid>43757</editornameid>
    <populationcount>0</populationcount>
    <subciv>Zapotec</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\zapotec_lightning_warrior\zapotec_lightning_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_zapotec_lightning_warrior_icon.png</icon>
    <portraiticon>resources\art\units\az_zapotec_lightning_warrior_portrait.png</portraiticon>
    <rollovertextid>43755</rollovertextid>
    <shortrollovertextid>43754</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="723" name="WarHutTravois">
    <dbid>1105</dbid>
    <displaynameid>43817</displaynameid>
    <editornameid>43818</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>43816</rollovertextid>
    <shortrollovertextid>43815</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">WarHut</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="WarHut">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="724" name="FarmTravois">
    <dbid>1106</dbid>
    <displaynameid>43821</displaynameid>
    <editornameid>43822</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>43820</rollovertextid>
    <shortrollovertextid>43819</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">Farm</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Blockhouse">2.000000</rate>
      <rate type="Outpost">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="725" name="xpMedicineMan">
    <dbid>1107</dbid>
    <displaynameid>43829</displaynameid>
    <editornameid>43830</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\priest\priest.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\iro_priest_icon.png</icon>
    <portraiticon>resources\art\units\iro_priest_portrait.png</portraiticon>
    <rollovertextid>43828</rollovertextid>
    <shortrollovertextid>43827</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>healer.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="726" name="MercenaryHut">
    <dbid>1108</dbid>
    <displaynameid>43833</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\barracks\barracks.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\barracks\barracks_icon.png</icon>
    <portraiticon>resources\art\buildings\barracks\barracks_portraits.png</portraiticon>
    <rollovertextid>43832</rollovertextid>
    <shortrollovertextid>43831</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">500.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractMercenaryBuilding</unittype>
    <train row="0" page="0" column="0">MercBarbaryCorsair</train>
    <train row="0" page="0" column="1">MercHighlander</train>
    <train row="0" page="0" column="2">MercJaeger</train>
    <train row="0" page="0" column="3">MercLandsknecht</train>
    <train row="0" page="0" column="4">MercRonin</train>
    <train row="0" page="0" column="5">MercSwissPikeman</train>
    <train row="0" page="0" column="7">MercBlackRider</train>
    <train row="0" page="0" column="8">MercHackapell</train>
    <train row="0" page="0" column="8">deMercHarquebusier</train>
    <train row="0" page="0" column="9">MercMameluke</train>
    <train row="0" page="0" column="10">MercManchu</train>
    <train row="0" page="0" column="11">MercStradiot</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="727" name="TreeMadrone">
    <dbid>1109</dbid>
    <displaynameid>43836</displaynameid>
    <editornameid>43837</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_madrone.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>43835</rollovertextid>
    <shortrollovertextid>43834</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="728" name="TreePuya">
    <dbid>1110</dbid>
    <displaynameid>43840</displaynameid>
    <editornameid>43841</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_puya.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>43839</rollovertextid>
    <shortrollovertextid>43838</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="729" name="MineCopper">
    <dbid>1111</dbid>
    <displaynameid>43844</displaynameid>
    <editornameid>43845</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\copper_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>43843</rollovertextid>
    <shortrollovertextid>43842</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">2000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>3.0</scalingaurascale>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="730" name="NatKlamathRifleman">
    <dbid>1112</dbid>
    <displaynameid>43849</displaynameid>
    <editornameid>43850</editornameid>
    <populationcount>0</populationcount>
    <subciv>Klamath</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\klamath\klamath_rifleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\klamath_rifleman_icon.png</icon>
    <portraiticon>resources\art\units\klamath_rifleman_portrait.png</portraiticon>
    <rollovertextid>43848</rollovertextid>
    <shortrollovertextid>43847</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>riflemanaccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="731" name="MercElmeti">
    <dbid>1113</dbid>
    <displaynameid>43853</displaynameid>
    <editornameid>43854</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\elmeti\elmeti_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\elmeti_icon.png</icon>
    <portraiticon>resources\art\units\elmeti_portrait.png</portraiticon>
    <rollovertextid>43852</rollovertextid>
    <shortrollovertextid>43851</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="732" name="NatCheyenneRider">
    <dbid>1114</dbid>
    <displaynameid>43857</displaynameid>
    <editornameid>43858</editornameid>
    <populationcount>0</populationcount>
    <subciv>Cheyenne</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\cheyenne\cheyenne_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cheyenne_cav_icon.png</icon>
    <portraiticon>resources\art\units\cheyenne_cav_portrait.png</portraiticon>
    <rollovertextid>43856</rollovertextid>
    <shortrollovertextid>43855</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">95.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
      <damagecap>42.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="733" name="NatHuronMantlet">
    <dbid>1115</dbid>
    <displaynameid>43870</displaynameid>
    <editornameid>43871</editornameid>
    <populationcount>0</populationcount>
    <subciv>Huron</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\natives\ally\huron_mantlet\huron_mantlet.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\huron_mantlet_icon.png</icon>
    <portraiticon>resources\art\units\huron_mantlet_portrait.png</portraiticon>
    <rollovertextid>43869</rollovertextid>
    <shortrollovertextid>43868</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="734" name="MercNinja">
    <dbid>1116</dbid>
    <displaynameid>43874</displaynameid>
    <editornameid>43875</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\ninja\ninja.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\ninja_icon.png</icon>
    <portraiticon>resources\art\units\ninja_portrait.png</portraiticon>
    <rollovertextid>43873</rollovertextid>
    <shortrollovertextid>43872</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>MercType2</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ninja.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="735" name="NatApacheCavalry">
    <dbid>1118</dbid>
    <displaynameid>43882</displaynameid>
    <editornameid>43883</editornameid>
    <populationcount>0</populationcount>
    <subciv>Apache</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\apache_cavalry\apache_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\apache_cavalry_icon.png</icon>
    <portraiticon>resources\art\units\apache_cavalry_portrait.png</portraiticon>
    <rollovertextid>43881</rollovertextid>
    <shortrollovertextid>43880</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>9</buildlimit>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalryAccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="736" name="NatNavajoRifleman">
    <dbid>1119</dbid>
    <displaynameid>43886</displaynameid>
    <editornameid>43887</editornameid>
    <populationcount>0</populationcount>
    <subciv>Navajo</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\navajo_rifleman\navajo_rifleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\navajo_rifleman_icon.png</icon>
    <portraiticon>resources\art\units\navajo_rifleman_portrait.png</portraiticon>
    <rollovertextid>43885</rollovertextid>
    <shortrollovertextid>43884</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>navajorifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="737" name="Seal">
    <dbid>1120</dbid>
    <displaynameid>43890</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\seal_crabeater\seal_crabeater.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\alligator\alligator_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bison\bison_icon_portrait.png</portraiticon>
    <rollovertextid>43889</rollovertextid>
    <shortrollovertextid>43888</shortrollovertextid>
    <initialhitpoints>30.0000</initialhitpoints>
    <maxhitpoints>30.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="738" name="xpWarClub">
    <dbid>1121</dbid>
    <displaynameid>43893</displaynameid>
    <editornameid>43894</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\club_warrior\club_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\sx_warclub_icon.png</icon>
    <portraiticon>resources\art\units\sx_warclub_portrait.png</portraiticon>
    <rollovertextid>43892</rollovertextid>
    <shortrollovertextid>43891</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>29.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="11">Teepee</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>warclub.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Teepee">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="739" name="xpWarBow">
    <dbid>1122</dbid>
    <displaynameid>43897</displaynameid>
    <editornameid>43898</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\bow_warrior\bow_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\sx_warbow_icon.png</icon>
    <portraiticon>resources\art\units\sx_warbow_portrait.png</portraiticon>
    <rollovertextid>43896</rollovertextid>
    <shortrollovertextid>43895</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <train row="0" page="6" column="11">Teepee</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>cetan.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Teepee">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="740" name="TreeKapok">
    <dbid>1123</dbid>
    <displaynameid>43903</displaynameid>
    <editornameid>43904</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_kapok.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>43902</rollovertextid>
    <shortrollovertextid>43901</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="741" name="xpLakotaWarchief">
    <dbid>1124</dbid>
    <displaynameid>43953</displaynameid>
    <editornameid>43954</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.7600</maxvelocity>
    <maxrunvelocity>9.7600</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\war_chief\war_chief_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\sx_warchief_icon.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\sx_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>43952</rollovertextid>
    <shortrollovertextid>43951</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetCoyote</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <train row="0" page="6" column="5">NativeScout</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>xpsiouxwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="WarHut">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
      <rate type="Corral">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>50.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BerserkAttack</name>
      <damage>750.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="742" name="xpRifleRider">
    <dbid>1125</dbid>
    <displaynameid>43957</displaynameid>
    <editornameid>43958</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\rifle_rider\rifle_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_rifle_rider_icon.png</icon>
    <portraiticon>resources\art\units\sx_rifle_rider_portrait.png</portraiticon>
    <rollovertextid>43956</rollovertextid>
    <shortrollovertextid>43955</shortrollovertextid>
    <initialhitpoints>205.0000</initialhitpoints>
    <maxhitpoints>205.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>21.0000</bounty>
    <buildbounty>21.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">6.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="Ship">6.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">6.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">6.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="Ship">6.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="743" name="FirePit">
    <dbid>1126</dbid>
  </unit>
  <unit id="744" name="xpCoyoteMan">
    <dbid>1127</dbid>
    <displaynameid>43972</displaynameid>
    <editornameid>43973</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\coyote_man\coyote_man.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_coyote_man_icon.png</icon>
    <portraiticon>resources\art\units\az_coyote_man_portrait.png</portraiticon>
    <rollovertextid>43971</rollovertextid>
    <shortrollovertextid>43970</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCoyoteMan</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">ToggleStealth</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="745" name="xpMacehualtin">
    <dbid>1128</dbid>
    <displaynameid>43976</displaynameid>
    <editornameid>43977</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\macehuatlin\macehuatlin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_macehuatlin_icon.png</icon>
    <portraiticon>resources\art\units\az_macehuatlin_portrait.png</portraiticon>
    <rollovertextid>43975</rollovertextid>
    <shortrollovertextid>43974</shortrollovertextid>
    <initialhitpoints>80.0000</initialhitpoints>
    <maxhitpoints>80.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>23.0000</trainpoints>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>slinger.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>7.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <maxheight>0.000000</maxheight>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <maxheight>0.000000</maxheight>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <maxheight>0.000000</maxheight>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="746" name="xpWarRifle">
    <dbid>1129</dbid>
    <displaynameid>43998</displaynameid>
    <editornameid>43999</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\war_rifle\war_rifle.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\sx_warrifle_icon.png</icon>
    <portraiticon>resources\art\units\sx_warrifle_portrait.png</portraiticon>
    <rollovertextid>43997</rollovertextid>
    <shortrollovertextid>43996</shortrollovertextid>
    <initialhitpoints>85.0000</initialhitpoints>
    <maxhitpoints>85.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>29.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="6" column="11">Teepee</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wakina.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Teepee">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="747" name="TreePolyepis">
    <dbid>1130</dbid>
    <displaynameid>44002</displaynameid>
    <editornameid>44003</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_polyepis.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44001</rollovertextid>
    <shortrollovertextid>44000</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="748" name="SPCXPNathaniel">
    <dbid>1131</dbid>
    <displaynameid>44006</displaynameid>
    <editornameid>44007</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nate_black\spc_nate_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\nate_black\nate_black_portrait.png</icon>
    <portraiticon>resources\art\units\spc\nate_black\nate_black_portrait.png</portraiticon>
    <rollovertextid>44008</rollovertextid>
    <shortrollovertextid>44004</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <train row="0" page="6" column="1">SPCXPCampfire</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>nathaniel.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>100.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HawkeyeAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="749" name="TreeAndes">
    <dbid>1132</dbid>
    <displaynameid>44012</displaynameid>
    <editornameid>44013</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_andes.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44011</rollovertextid>
    <shortrollovertextid>44010</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="750" name="xpTlalocCanoe">
    <dbid>1133</dbid>
    <displaynameid>44047</displaynameid>
    <editornameid>44048</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>9.0000</maxvelocity>
    <maxrunvelocity>11.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\tlaloc_canoe\tlaloc_canoe.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\tlaloc_canoe_icon.png</icon>
    <portraiticon>resources\art\units\tlaloc_canoe_portrait.png</portraiticon>
    <rollovertextid>44046</rollovertextid>
    <shortrollovertextid>44045</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>3</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>AbstractWarShip</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>canoe.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.220000</rate>
      <type>Gather</type>
      <rate type="AbstractWhale">0.170000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="751" name="TreeJuniper">
    <dbid>1134</dbid>
    <displaynameid>44065</displaynameid>
    <editornameid>44066</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_juniper.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44064</rollovertextid>
    <shortrollovertextid>44063</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="752" name="TreePonderosaPine">
    <dbid>1135</dbid>
    <displaynameid>44120</displaynameid>
    <editornameid>44121</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_ponderosapine.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44119</rollovertextid>
    <shortrollovertextid>44118</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="753" name="TreePinonPine">
    <dbid>1136</dbid>
    <displaynameid>44124</displaynameid>
    <editornameid>44125</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_pinonpine.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44123</rollovertextid>
    <shortrollovertextid>44122</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="754" name="NoblesHut">
    <dbid>1138</dbid>
    <displaynameid>44136</displaynameid>
    <editornameid>44137</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\nobles_hut\nobles_hut.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\nobles_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\nobles_hut_portrait.png</portraiticon>
    <rollovertextid>44135</rollovertextid>
    <shortrollovertextid>44134</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>40.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>AbstractStables</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <tech row="0" page="1" column="2">ImpLegendaryJaguarKnights</tech>
    <tech row="0" page="1" column="0">ImpLegendaryArrowKnights</tech>
    <tech row="0" page="1" column="1">ChampionEagleKnight</tech>
    <tech row="0" page="1" column="1">ImpLegendaryEagleKnights</tech>
    <tech row="0" page="1" column="3">VeteranHussars</tech>
    <tech row="0" page="1" column="3">ImperialHussars</tech>
    <tech row="0" page="1" column="0">ChampionArrowKnight</tech>
    <tech row="0" page="2" column="0">BigNoblesHutWarSong</tech>
    <tech row="0" page="1" column="3">GuardHussars</tech>
    <tech row="0" page="1" column="4">StrongNoblesHut</tech>
    <tech row="0" page="1" column="4">MightyNoblesHut</tech>
    <tech row="0" page="1" column="2">ChampionJaguarKnight</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <tactics>nobleshut.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>45.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="755" name="xpEagleKnight">
    <dbid>1139</dbid>
    <displaynameid>44140</displaynameid>
    <editornameid>44141</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\eagle_knight\eagle_knight.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_eagle_knight_icon.png</icon>
    <portraiticon>resources\art\units\az_eagle_knight_portrait.png</portraiticon>
    <rollovertextid>44139</rollovertextid>
    <shortrollovertextid>44138</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>37.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>eaglearcher.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <projectile>Javelin</projectile>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <projectile>Javelin</projectile>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <projectile>Javelin</projectile>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <projectile>Javelin</projectile>
    </protoaction>
  </unit>
  <unit id="756" name="xpJaguarKnight">
    <dbid>1140</dbid>
    <displaynameid>44144</displaynameid>
    <editornameid>44145</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\jaguar_knight\jaguar_knight.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_jaguar_warrior_icon.png</icon>
    <portraiticon>resources\art\units\az_jaguar_warrior_portrait.png</portraiticon>
    <rollovertextid>44143</rollovertextid>
    <shortrollovertextid>44142</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>37.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">30.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ninja.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="757" name="xpArrowKnight">
    <dbid>1141</dbid>
    <displaynameid>44148</displaynameid>
    <editornameid>44149</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.7500</maxvelocity>
    <maxrunvelocity>5.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\arrow_knight\arrow_knight.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_arrow_knight_icon.png</icon>
    <portraiticon>resources\art\units\az_arrow_knight_portrait.png</portraiticon>
    <rollovertextid>44147</rollovertextid>
    <shortrollovertextid>44146</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>arrowknight.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Ship">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="758" name="xpPumaMan">
    <dbid>1142</dbid>
    <displaynameid>44152</displaynameid>
    <editornameid>44153</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\puma_lord\puma_lord.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_puma_man_icon.png</icon>
    <portraiticon>resources\art\units\az_puma_man_portrait.png</portraiticon>
    <rollovertextid>44151</rollovertextid>
    <shortrollovertextid>44150</shortrollovertextid>
    <initialhitpoints>135.0000</initialhitpoints>
    <maxhitpoints>135.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>48.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="759" name="xpSkullKnight">
    <dbid>1143</dbid>
    <displaynameid>44156</displaynameid>
    <editornameid>44157</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\skull_knight\skull_knight.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_skull_knight_icon.png</icon>
    <portraiticon>resources\art\units\az_skull_knight_portrait.png</portraiticon>
    <rollovertextid>44155</rollovertextid>
    <shortrollovertextid>44154</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Gold">250.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>skullknight.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>72.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>96.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>68.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>68.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>68.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="760" name="xpAztecWarchief">
    <dbid>1144</dbid>
    <displaynameid>44160</displaynameid>
    <editornameid>44161</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\war_chief\az_war_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\az_warchief_portrait.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\az_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>44159</rollovertextid>
    <shortrollovertextid>44158</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetJaguar</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpaztecwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="WarHut">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
      <rate type="Corral">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>60.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="MercType2">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="761" name="MineTin">
    <dbid>1145</dbid>
    <displaynameid>44164</displaynameid>
    <editornameid>44165</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\silver_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>44163</rollovertextid>
    <shortrollovertextid>44162</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">1500.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>3.0</scalingaurascale>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>MinedResource</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="762" name="NoblesHutTravois">
    <dbid>1146</dbid>
    <displaynameid>44296</displaynameid>
    <editornameid>44297</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\az_travois_icon.png</icon>
    <portraiticon>resources\art\units\az_travois_portrait.png</portraiticon>
    <rollovertextid>44295</rollovertextid>
    <shortrollovertextid>44294</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">NoblesHut</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="NoblesHut">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="763" name="MercFusilier">
    <dbid>1147</dbid>
    <displaynameid>44368</displaynameid>
    <editornameid>44369</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\fusilier\fusilier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\fusilier_icon.png</icon>
    <portraiticon>resources\art\units\fusilier_portrait.png</portraiticon>
    <rollovertextid>44367</rollovertextid>
    <shortrollovertextid>44366</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
    </protoaction>
  </unit>
  <unit id="764" name="xpColonialMilitia">
    <dbid>1148</dbid>
    <displaynameid>44372</displaynameid>
    <editornameid>44373</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\colonial_militia\colonial_militia.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\colonial_militia_icon.png</icon>
    <portraiticon>resources\art\units\colonial_militia_portrait.png</portraiticon>
    <rollovertextid>44371</rollovertextid>
    <shortrollovertextid>44370</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GrenadeAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>12.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>72.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GrenadeBuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>4.000000</rof>
    </protoaction>
  </unit>
  <unit id="765" name="TreePaintedDesert">
    <dbid>1150</dbid>
    <displaynameid>44422</displaynameid>
    <editornameid>44423</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_grandcanyonbase.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44421</rollovertextid>
    <shortrollovertextid>44420</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="766" name="xpAxeRider">
    <dbid>1151</dbid>
    <displaynameid>44426</displaynameid>
    <editornameid>44427</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\axe_rider\axe_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_axe_rider_icon.png</icon>
    <portraiticon>resources\art\units\sx_axe_rider_portrait.png</portraiticon>
    <rollovertextid>44425</rollovertextid>
    <shortrollovertextid>44424</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">160.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>54.000000</damagecap>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="767" name="xpDogSoldier">
    <dbid>1152</dbid>
    <displaynameid>44430</displaynameid>
    <editornameid>44431</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\dogsoldier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_dog_soldier_icon.png</icon>
    <portraiticon>resources\art\units\sx_dog_soldier_portrait.png</portraiticon>
    <rollovertextid>44429</rollovertextid>
    <shortrollovertextid>44428</shortrollovertextid>
    <initialhitpoints>550.0000</initialhitpoints>
    <maxhitpoints>550.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>55.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>MercType1</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>84.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="768" name="xpCoupRider">
    <dbid>1153</dbid>
    <displaynameid>44434</displaynameid>
    <editornameid>44435</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\coup_rider\coup_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\coup_rider_icon.png</icon>
    <portraiticon>resources\art\units\coup_rider_portrait.png</portraiticon>
    <rollovertextid>44433</rollovertextid>
    <shortrollovertextid>44432</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>28.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>43.0000</trainpoints>
    <buildlimit>14</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">125.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>coupRider.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>4.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="769" name="Guanaco">
    <dbid>1154</dbid>
    <displaynameid>44493</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\guanaco\guanaco.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\guanaco_icon.png</icon>
    <portraiticon>resources\art\units\guanaco_portrait.png</portraiticon>
    <rollovertextid>44492</rollovertextid>
    <shortrollovertextid>44491</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="770" name="TreeNorthwestTerritory">
    <dbid>1155</dbid>
    <displaynameid>44570</displaynameid>
    <editornameid>44571</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_newspruce_nwt.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>44569</rollovertextid>
    <shortrollovertextid>44568</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="771" name="NuggetHuariStronghold">
    <dbid>1161</dbid>
    <displaynameid>44846</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\treasure\treasure.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
  </unit>
  <unit id="772" name="xpPetard">
    <dbid>1162</dbid>
    <displaynameid>45003</displaynameid>
    <editornameid>45004</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\artillery\petard\petard.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\petard_icon.png</icon>
    <portraiticon>resources\art\units\petard_portrait.png</portraiticon>
    <rollovertextid>45002</rollovertextid>
    <shortrollovertextid>45001</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">100.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandSiege</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>petard.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>1600.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>800.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="773" name="NatMapucheClubman">
    <dbid>1164</dbid>
    <displaynameid>45012</displaynameid>
    <editornameid>45013</editornameid>
    <populationcount>0</populationcount>
    <subciv>Mapuche</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.7500</maxvelocity>
    <maxrunvelocity>6.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\mapuche\mapuche_clubman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mapuche_clubman_icon.png</icon>
    <portraiticon>resources\art\units\mapuche_clubman_portrait.png</portraiticon>
    <rollovertextid>45011</rollovertextid>
    <shortrollovertextid>45010</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">65.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>clubman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>26.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
      <damagecap>18.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianCoverAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="774" name="xpGatlingGun">
    <dbid>1165</dbid>
    <displaynameid>45211</displaynameid>
    <editornameid>45212</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\artillery\gatling_gun\gatling_gun.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\gatling_gun_icon.png</icon>
    <portraiticon>resources\art\units\gatling_gun_portrait.png</portraiticon>
    <rollovertextid>45210</rollovertextid>
    <shortrollovertextid>45209</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>organGun.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="Ship">0.500000</damagebonus>
      <damagebonus type="Building">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="775" name="SPCXPKuechler">
    <dbid>1166</dbid>
    <displaynameid>45215</displaynameid>
    <editornameid>45216</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sven\spc_sven.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\sven\sven_portrait.png</icon>
    <portraiticon>resources\art\units\spc\sven\sven_portrait.png</portraiticon>
    <rollovertextid>45214</rollovertextid>
    <shortrollovertextid>45213</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>Hero</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>500.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="776" name="SPCXPChayton">
    <dbid>1167</dbid>
    <displaynameid>45228</displaynameid>
    <editornameid>45229</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\spc_chayton_white.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\chayton\chayton_portrait.png</icon>
    <portraiticon>resources\art\units\spc\chayton\chayton_portrait.png</portraiticon>
    <rollovertextid>45230</rollovertextid>
    <shortrollovertextid>45226</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>chayton.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>100.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HawkeyeAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="777" name="SPCXPHolme">
    <dbid>1168</dbid>
    <displaynameid>45233</displaynameid>
    <editornameid>45234</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sheriff_holmes\spc_sheriff_holmes.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\sheriff_holmes\holme_portrait.png</icon>
    <portraiticon>resources\art\units\spc\sheriff_holmes\holme_portrait.png</portraiticon>
    <rollovertextid>45232</rollovertextid>
    <shortrollovertextid>45231</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <train row="0" page="0" column="0">SaloonOutlawRifleman</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="778" name="SPCXPCampfire">
    <dbid>1172</dbid>
    <displaynameid>45347</displaynameid>
    <editornameid>45348</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\signal_fire\spcx_signal_fire_lit.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_icon.png</portraiticon>
    <rollovertextid>45349</rollovertextid>
    <shortrollovertextid>45350</shortrollovertextid>
    <buildpoints>30.0000</buildpoints>
    <buildlimit>2</buildlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="779" name="SPCXPAmmoStorehouse">
    <dbid>1173</dbid>
    <displaynameid>45353</displaynameid>
    <editornameid>45354</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\weapons_cache\spc_weapons_cache.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\weapons_cache\weapons_cache_portrait.png</icon>
    <portraiticon>resources\art\buildings\spc\weapons_cache\weapons_cache_portrait.png</portraiticon>
    <rollovertextid>45352</rollovertextid>
    <shortrollovertextid>45351</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>70.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="780" name="SocketApache">
    <dbid>1174</dbid>
    <displaynameid>45436</displaynameid>
    <editornameid>45437</editornameid>
    <subciv>Apache</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Apache.png</portraiticon>
    <rollovertextid>45435</rollovertextid>
    <shortrollovertextid>45434</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="781" name="SocketKlamath">
    <dbid>1175</dbid>
    <displaynameid>45440</displaynameid>
    <editornameid>45441</editornameid>
    <subciv>Klamath</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Klamath.png</portraiticon>
    <rollovertextid>45439</rollovertextid>
    <shortrollovertextid>45438</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Socket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="782" name="SocketMapuche">
    <dbid>1176</dbid>
    <displaynameid>45444</displaynameid>
    <editornameid>45445</editornameid>
    <subciv>Mapuche</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\socket_south_america.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Mapuche.png</portraiticon>
    <rollovertextid>45443</rollovertextid>
    <shortrollovertextid>45442</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="783" name="SocketNavajo">
    <dbid>1177</dbid>
    <displaynameid>45448</displaynameid>
    <editornameid>45449</editornameid>
    <subciv>Navajo</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\native_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\n</minimapicon>
    <portraiticon>resources\images\icons\native_allies\Navajo.png</portraiticon>
    <rollovertextid>45447</rollovertextid>
    <shortrollovertextid>45446</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Socket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="784" name="SPCXPFixedGun">
    <dbid>1178</dbid>
    <displaynameid>45452</displaynameid>
    <editornameid>45453</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>buildings\spc\fixed_gun\fixed_gun_ruins.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>45451</rollovertextid>
    <shortrollovertextid>45450</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>75.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>DontFlattenGround</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <tactics>SPCFixedGun.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>600.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>10.000000</minrange>
      <maxrange>60.000000</maxrange>
      <rof>7.000000</rof>
      <active>1</active>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>10.000000</minrange>
      <maxrange>60.000000</maxrange>
      <rof>7.000000</rof>
      <active>1</active>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
      <minrange>10.000000</minrange>
      <damagebonus type="Building">1.250000</damagebonus>
      <active>1</active>
      <damagearea>6.000000</damagearea>
    </protoaction>
  </unit>
  <unit id="785" name="IGCXPKuechler">
    <dbid>1179</dbid>
    <displaynameid>45464</displaynameid>
    <editornameid>45465</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sven\igc_sven.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\delgado\delgado_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\delgado\delgado_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="786" name="IGCXPNathaniel">
    <dbid>1180</dbid>
    <displaynameid>45475</displaynameid>
    <editornameid>45589</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nate_black\igc_nate_black.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="787" name="xpSPCColonialMilitia">
    <dbid>1181</dbid>
    <displaynameid>45487</displaynameid>
    <editornameid>45488</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\colonial_militia\colonial_militia.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\colonial_militia_icon.png</icon>
    <portraiticon>resources\art\units\colonial_militia_portrait.png</portraiticon>
    <rollovertextid>45486</rollovertextid>
    <shortrollovertextid>45485</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="788" name="BloodFactory">
    <dbid>1182</dbid>
    <displaynameid>45491</displaynameid>
    <populationcapaddition>100</populationcapaddition>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\factory\factory.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\factory\shared_factory_icon.png</icon>
    <portraiticon>resources\art\buildings\factory\shared_factory_portrait.png</portraiticon>
    <rollovertextid>45490</rollovertextid>
    <shortrollovertextid>45489</shortrollovertextid>
    <initialhitpoints>15000.0000</initialhitpoints>
    <maxhitpoints>15000.0000</maxhitpoints>
    <los>20.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>240.0000</bounty>
    <buildbounty>0.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="1" column="2">FactorySteamPower</tech>
    <tech row="0" page="1" column="1">FactoryWaterPower</tech>
    <tech row="0" page="1" column="3">FactoryMassProduction</tech>
    <tech row="0" page="1" column="4">ImperialBombard</tech>
    <tech row="0" page="1" column="4">ImperialRocket</tech>
    <tech row="0" page="1" column="0">FactoryCannery</tech>
    <tech row="0" page="1" column="4">ImperialCannon</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="2">Tactic13</command>
    <command page="9" column="0">Tactic14</command>
    <command page="9" column="1">Tactic15</command>
    <tactics>bloodfactory.tactics</tactics>
  </unit>
  <unit id="789" name="BloodArsenal">
    <dbid>1183</dbid>
    <displaynameid>45500</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\arsenal\arsenal.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\arsenal\arsenal_icon.png</icon>
    <portraiticon>resources\art\buildings\arsenal\arsenal_portrait.png</portraiticon>
    <rollovertextid>45499</rollovertextid>
    <shortrollovertextid>45498</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindOtherMilitaryBuilding</unittype>
    <tech row="0" page="2" column="0">BloodSpeed</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="790" name="TESTFactory">
    <dbid>1184</dbid>
    <displaynameid>45505</displaynameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\factory\factory.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\factory\shared_factory_icon.png</icon>
    <portraiticon>resources\art\buildings\factory\shared_factory_portrait.png</portraiticon>
    <rollovertextid>45504</rollovertextid>
    <shortrollovertextid>45503</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>240.0000</bounty>
    <buildbounty>0.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="1" column="2">FactorySteamPower</tech>
    <tech row="0" page="1" column="1">FactoryWaterPower</tech>
    <tech row="0" page="1" column="3">FactoryMassProduction</tech>
    <tech row="0" page="1" column="4">ImperialBombard</tech>
    <tech row="0" page="1" column="4">ImperialRocket</tech>
    <tech row="0" page="1" column="0">FactoryCannery</tech>
    <tech row="0" page="1" column="4">ImperialCannon</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="9" column="3">Tactic13</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="0">Tactic11</command>
    <command page="9" column="1">Tactic12</command>
    <command page="9" column="2">Tactic10</command>
    <tactics>factory.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">5.500000</rate>
    </protoaction>
  </unit>
  <unit id="791" name="IGCXPNativeNathaniel">
    <dbid>1185</dbid>
    <displaynameid>45506</displaynameid>
    <editornameid>45507</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nate_black\igc_nate_black_duster.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="792" name="IGCXPMilitia">
    <dbid>1186</dbid>
    <displaynameid>45508</displaynameid>
    <editornameid>45509</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\musketeer\igc_musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
  </unit>
  <unit id="793" name="IGCXPChayton">
    <dbid>1187</dbid>
    <displaynameid>45510</displaynameid>
    <editornameid>45511</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\igc_chayton_white.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="794" name="IGCXPNativeChayton">
    <dbid>1188</dbid>
    <displaynameid>45512</displaynameid>
    <editornameid>45513</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\igc_chayton.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\john_black\john_black_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\john_black\john_black_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="795" name="xpPropFalconet">
    <dbid>1190</dbid>
    <displaynameid>45611</displaynameid>
    <editornameid>45612</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\falconet\falconet.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\falconet\falconet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <rollovertextid>45613</rollovertextid>
    <shortrollovertextid>45609</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
  </unit>
  <unit id="796" name="xpPropMortar">
    <dbid>1191</dbid>
    <displaynameid>45616</displaynameid>
    <editornameid>45617</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\mortar\mortar.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\mortar\mortar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\mortar\mortar_portrait.png</portraiticon>
    <rollovertextid>45615</rollovertextid>
    <shortrollovertextid>45614</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
  </unit>
  <unit id="797" name="xpPropHeavyCannon">
    <dbid>1192</dbid>
    <displaynameid>45620</displaynameid>
    <editornameid>45622</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\cannon\cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\cannon\cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\artillery\cannon\cannon_portrait.png</portraiticon>
    <rollovertextid>45619</rollovertextid>
    <shortrollovertextid>45618</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
  </unit>
  <unit id="798" name="xpPropRocket">
    <dbid>1193</dbid>
    <displaynameid>45625</displaynameid>
    <editornameid>45626</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\rocket\rocket.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\rocket\rocket_icon.png</icon>
    <portraiticon>resources\art\units\artillery\rocket\rocket_portrait.png</portraiticon>
    <rollovertextid>45624</rollovertextid>
    <shortrollovertextid>45623</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
  </unit>
  <unit id="799" name="Embassy">
    <dbid>1195</dbid>
    <displaynameid>45726</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\barracks\barracks.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\native_embassy_icon.png</icon>
    <portraiticon>resources\art\buildings\native_embassy_portrait.png</portraiticon>
    <rollovertextid>45725</rollovertextid>
    <shortrollovertextid>45727</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="0">NatApacheCavalry</train>
    <train row="0" page="0" column="3">NatBlackwoodArcher</train>
    <train row="0" page="0" column="5">NatBlowgunWarrior</train>
    <train row="0" page="0" column="6">NatBolasWarrior</train>
    <train row="0" page="0" column="7">NatCheyenneRider</train>
    <train row="0" page="0" column="8">NatClubman</train>
    <train row="0" page="0" column="11">NatHolcanSpearman</train>
    <train row="0" page="0" column="12">NatHorseArcher</train>
    <train row="0" page="0" column="13">NatHuaminca</train>
    <train row="0" page="0" column="14">NatHuronMantlet</train>
    <train row="0" page="0" column="16">NatKlamathRifleman</train>
    <train row="0" page="0" column="17">NatLightningWarrior</train>
    <train row="0" page="0" column="19">NatMapucheClubman</train>
    <train row="0" page="0" column="21">NatNavajoRifleman</train>
    <train row="0" page="0" column="22">NatRifleman</train>
    <train row="0" page="0" column="23">NatSharktoothBowman</train>
    <train row="0" page="0" column="25">NatTracker</train>
    <train row="0" page="0" column="27">ypNatChakram</train>
    <train row="0" page="0" column="28">ypNatConquistador</train>
    <train row="0" page="0" column="30">ypNatRattanShield</train>
    <train row="0" page="0" column="31">ypNatSohei</train>
    <train row="0" page="0" column="32">ypNatTigerClaw</train>
    <train row="0" page="0" column="29">ypNatWarElephant</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="800" name="TreeNewEnglandSnow">
    <dbid>1196</dbid>
    <displaynameid>45801</displaynameid>
    <editornameid>45802</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_nesnow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>45800</rollovertextid>
    <shortrollovertextid>45799</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="801" name="SPCXPFlatBoat">
    <dbid>1199</dbid>
    <displaynameid>45810</displaynameid>
    <editornameid>45811</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>objects\flt_boat\flt_boat.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\flt_boat_portrait.png</icon>
    <portraiticon>resources\art\units\flt_boat_portrait.png</portraiticon>
    <rollovertextid>45812</rollovertextid>
    <shortrollovertextid>45808</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>flatboat.tactics</tactics>
  </unit>
  <unit id="802" name="SPCXPBarn">
    <dbid>1202</dbid>
    <displaynameid>45818</displaynameid>
    <editornameid>45819</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\ne_barn\ne_barn.xml</animfile>
    <icon>resources\art\buildings\barn_portrait.png</icon>
    <portraiticon>resources\art\buildings\barn_portrait.png</portraiticon>
    <rollovertextid>45935</rollovertextid>
    <shortrollovertextid>45936</shortrollovertextid>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>NotCommandable</flag>
    <flag>NotCommandable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="803" name="xpBuilder">
    <dbid>1203</dbid>
    <displaynameid>45822</displaynameid>
    <editornameid>45823</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>45824</rollovertextid>
    <shortrollovertextid>45820</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="7">WarHut</train>
    <train row="0" page="6" column="7">WarHut</train>
    <train row="0" page="6" column="10">Barracks</train>
    <train row="0" page="6" column="12">ArtilleryDepot</train>
    <train row="0" page="6" column="11">Corral</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">Longhouse</train>
    <train row="0" page="6" column="6">Plantation</train>
    <train row="0" page="6" column="4">Farm</train>
    <train row="0" page="6" column="4">Farm</train>
    <train row="0" page="6" column="3">Market</train>
    <train row="0" page="6" column="2">Dock</train>
    <train row="0" page="6" column="1">CommunityPlaza</train>
    <train row="0" page="6" column="5">deFurTrade</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="804" name="TreeAraucania">
    <dbid>1204</dbid>
    <displaynameid>45827</displaynameid>
    <editornameid>45828</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_araucania.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>45826</rollovertextid>
    <shortrollovertextid>45825</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="805" name="xpBuilderWar">
    <dbid>1205</dbid>
    <displaynameid>45878</displaynameid>
    <editornameid>45879</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>45877</rollovertextid>
    <shortrollovertextid>45876</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>8.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>60.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="10">Barracks</train>
    <train row="0" page="6" column="12">ArtilleryDepot</train>
    <train row="0" page="6" column="11">Corral</train>
    <train row="0" page="6" column="10">WarHut</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Blockhouse">2.000000</rate>
      <rate type="Outpost">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="806" name="SPCXPBaker">
    <dbid>1206</dbid>
    <displaynameid>45933</displaynameid>
    <editornameid>45934</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\bakery\bakery.xml</animfile>
    <icon>resources\art\buildings\baker_portrait.png</icon>
    <portraiticon>resources\art\buildings\baker_portrait.png</portraiticon>
    <rollovertextid>45937</rollovertextid>
    <shortrollovertextid>45938</shortrollovertextid>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <train row="0" page="0" column="0">SPCXPWagonFood</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="807" name="SPCXPVFSoldier">
    <dbid>1207</dbid>
    <displaynameid>45941</displaynameid>
    <editornameid>45942</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\colonial_militia\valleyforge.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\colonial_militia_icon.png</icon>
    <portraiticon>resources\art\units\colonial_militia_portrait.png</portraiticon>
    <rollovertextid>45940</rollovertextid>
    <shortrollovertextid>45939</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>29.0000</trainpoints>
    <buildlimit>80</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">SPCXPVFHut</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPvfsoldier.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.200000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ButtAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.620000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Tree">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>RifleAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">2.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="Guardian">1.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="808" name="SPCXPVFHut">
    <dbid>1208</dbid>
    <displaynameid>45945</displaynameid>
    <editornameid>45946</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\house\house_west.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\house\house_icon.png</icon>
    <portraiticon>resources\art\buildings\house\house_portrait.png</portraiticon>
    <rollovertextid>45944</rollovertextid>
    <shortrollovertextid>45943</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">75.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="809" name="SPCXPWagonFood">
    <dbid>1209</dbid>
    <displaynameid>45949</displaynameid>
    <editornameid>45950</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_food_spcxp.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>45948</rollovertextid>
    <shortrollovertextid>45947</shortrollovertextid>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>5.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPFoodCart.tactics</tactics>
  </unit>
  <unit id="810" name="SPCXPMiningCamp">
    <dbid>1210</dbid>
    <displaynameid>45993</displaynameid>
    <editornameid>45994</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\mining_camp\miningcamp.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\tents\largetent_icon_64x64.png</icon>
    <minimapicon>ui\minimap\highlighted item</minimapicon>
    <portraiticon>resources\art\buildings\spc\tents\largetent_portrait.png</portraiticon>
    <rollovertextid>45992</rollovertextid>
    <shortrollovertextid>45991</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>15.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>4</buildlimit>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <train row="0" page="0" column="0">Surgeon</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHeavyInfantry</contain>
    <contain>AbstractLightInfantry</contain>
    <contain>AbstractCavalry</contain>
    <contain>AbstractArtillery</contain>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="811" name="xpWarrior">
    <dbid>1211</dbid>
    <displaynameid>46033</displaynameid>
    <editornameid>46034</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\alarm_warrior\alarm_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\warrior_icon.png</icon>
    <portraiticon>resources\art\units\warrior_portrait.png</portraiticon>
    <rollovertextid>46032</rollovertextid>
    <shortrollovertextid>46031</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>2.0000</trainpoints>
    <buildlimit>6</buildlimit>
    <cost resourcetype="Food">75.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>LifespanUnit</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>xpWarrior.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="812" name="SPCXPWaterfall">
    <dbid>1213</dbid>
    <displaynameid>46065</displaynameid>
    <editornameid>46066</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>objects\spc_waterfall\spc_waterfall.xml</animfile>
    <physicsinfo>spc_fountainofyouth</physicsinfo>
    <icon>resources\art\buildings\spc\fountain_of_youth\fountain_youth_portrait.png</icon>
    <portraiticon>resources\art\buildings\spc\fountain_of_youth\fountain_youth_portrait.png</portraiticon>
    <rollovertextid>46064</rollovertextid>
    <shortrollovertextid>46063</shortrollovertextid>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Building</unittype>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="813" name="Saloon">
    <dbid>1215</dbid>
    <displaynameid>46097</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\saloon\saloon.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\saloon_icon.png</icon>
    <portraiticon>resources\art\buildings\saloon_portrait.png</portraiticon>
    <rollovertextid>46096</rollovertextid>
    <shortrollovertextid>46095</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractMercenaryBuilding</unittype>
    <train row="0" page="0" column="0">SaloonOutlawPistol</train>
    <train row="0" page="0" column="1">SaloonOutlawRider</train>
    <train row="0" page="0" column="2">SaloonOutlawRifleman</train>
    <train row="0" page="0" column="3">SaloonPirate</train>
    <train row="0" page="0" column="23">MercBarbaryCorsair</train>
    <train row="0" page="0" column="22">MercBlackRider</train>
    <train row="0" page="0" column="21">MercElmeti</train>
    <train row="0" page="0" column="10">MercFusilier</train>
    <train row="0" page="0" column="24">MercGreatCannon</train>
    <train row="0" page="0" column="17">MercHackapell</train>
    <train row="0" page="0" column="17">deMercHarquebusier</train>
    <train row="0" page="0" column="16">MercHighlander</train>
    <train row="0" page="0" column="13">MercJaeger</train>
    <train row="0" page="0" column="15">MercLandsknecht</train>
    <train row="0" page="0" column="19">MercMameluke</train>
    <train row="0" page="0" column="20">MercManchu</train>
    <train row="0" page="0" column="18">MercNinja</train>
    <train row="0" page="0" column="12">MercRonin</train>
    <train row="0" page="0" column="14">MercStradiot</train>
    <train row="0" page="0" column="11">MercSwissPikeman</train>
    <train row="0" page="0" column="4">ypDacoit</train>
    <train row="0" page="0" column="24">ypMercIronTroop</train>
    <train row="0" page="0" column="27">ypMercArsonist</train>
    <train row="0" page="0" column="26">ypMercJatLancer</train>
    <train row="0" page="0" column="25">ypMercYojimbo</train>
    <train row="0" page="0" column="5">ypThuggee</train>
    <train row="0" page="0" column="9">ypWokouBlindMonk</train>
    <train row="0" page="0" column="6">ypWokouPirate</train>
    <train row="0" page="0" column="7">ypWokouWanderingHorseman</train>
    <train row="0" page="0" column="8">ypWokouWaywardRonin</train>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>HeroName2</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="814" name="SaloonOutlawPistol">
    <dbid>1216</dbid>
    <displaynameid>46118</displaynameid>
    <editornameid>46119</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_pistol.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_64x64.png</icon>
    <portraiticon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_portrait.png</portraiticon>
    <rollovertextid>46117</rollovertextid>
    <shortrollovertextid>46116</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractPistolero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="815" name="SaloonOutlawRider">
    <dbid>1217</dbid>
    <displaynameid>46122</displaynameid>
    <editornameid>46123</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>46121</rollovertextid>
    <shortrollovertextid>46120</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>16.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BolasRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RepeatingRangedAttack</name>
      <damage>5.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Herdable">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="LivestockPen">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="816" name="SaloonOutlawRifleman">
    <dbid>1218</dbid>
    <displaynameid>46126</displaynameid>
    <editornameid>46127</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_shotgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_shotgun_icon.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_shotgun_portrait.png</portraiticon>
    <rollovertextid>46125</rollovertextid>
    <shortrollovertextid>46124</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="817" name="SaloonPirate">
    <dbid>1219</dbid>
    <displaynameid>46130</displaynameid>
    <editornameid>46131</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\pirates\pirates.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\pirates\pirate_icon.png</icon>
    <portraiticon>resources\art\units\spc\pirates\pirate_portrait.png</portraiticon>
    <rollovertextid>46129</rollovertextid>
    <shortrollovertextid>46128</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>12.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonPirate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>6.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
    </protoaction>
  </unit>
  <unit id="818" name="SPCXPJeffWagonFood">
    <dbid>1221</dbid>
    <displaynameid>46151</displaynameid>
    <editornameid>46152</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_food.xml</animfile>
    <deadreplacement>CrateofFoodLarge</deadreplacement>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>46150</rollovertextid>
    <shortrollovertextid>46149</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>5.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPFoodCart.tactics</tactics>
  </unit>
  <unit id="819" name="SPCXPJeffWagonWood">
    <dbid>1222</dbid>
    <displaynameid>46155</displaynameid>
    <editornameid>46156</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_wood.xml</animfile>
    <deadreplacement>CrateofWoodLarge</deadreplacement>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>46154</rollovertextid>
    <shortrollovertextid>46153</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>5.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPFoodCart.tactics</tactics>
  </unit>
  <unit id="820" name="SPCXPJeffWagonCoin">
    <dbid>1223</dbid>
    <displaynameid>46159</displaynameid>
    <editornameid>46160</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_gold.xml</animfile>
    <deadreplacement>CrateofCoinLarge</deadreplacement>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>46158</rollovertextid>
    <shortrollovertextid>46157</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>5.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPFoodCart.tactics</tactics>
  </unit>
  <unit id="821" name="IGCHolme">
    <dbid>1224</dbid>
    <displaynameid>46201</displaynameid>
    <editornameid>46202</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sheriff_holmes\igc_sheriff_holmes.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\major_cooper\major_cooper_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\major_cooper\major_cooper_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="822" name="SPCXPFortWagon">
    <dbid>1225</dbid>
    <displaynameid>46220</displaynameid>
    <editornameid>46221</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_fort.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\fort_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\fort_wagon_portrait.png</portraiticon>
    <rollovertextid>46219</rollovertextid>
    <shortrollovertextid>46218</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <cost resourcetype="Food">1000.0000</cost>
    <cost resourcetype="Wood">1000.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">FortFrontier</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="FortFrontier">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="823" name="HuariStrongholdAndes">
    <dbid>1226</dbid>
    <displaynameid>46230</displaynameid>
    <editornameid>46231</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\inca_outpost\spc_inca_outpost.xml</animfile>
    <deadreplacement>CrateofCoinLarge</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>tower</physicsinfo>
    <icon>resources\art\buildings\spc\inca_outpost\inca_outpost_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\inca_outpost\inca_outpost_portrait.png</portraiticon>
    <rollovertextid>46229</rollovertextid>
    <shortrollovertextid>46228</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Aggressive</initialunitaistance>
    <bounty>90.0000</bounty>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <armor type="Siege" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuresUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>FlattenGround</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>huaristronghold.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>32.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>24.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="824" name="Teepee">
    <dbid>1228</dbid>
    <displaynameid>46289</displaynameid>
    <editornameid>46290</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\tepee\tepee.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\teepee_icon.png</icon>
    <portraiticon>resources\art\buildings\teepee_portriat.png</portraiticon>
    <rollovertextid>46287</rollovertextid>
    <shortrollovertextid>46287</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>12.0000</los>
    <displayedrange>20.0000</displayedrange>
    <buildpoints>5.0000</buildpoints>
    <buildlimit>12</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Wood">40.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <tech row="0" page="2" column="0">InfantryBreastplate</tech>
    <tech row="0" page="4" column="1">Caracole</tech>
    <tech row="0" page="4" column="0">CavalryCuirass</tech>
    <tech row="0" page="4" column="2">Pillage</tech>
    <tech row="0" page="2" column="1">Rifling</tech>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <command page="10" column="7">Delete</command>
    <tactics>teepee.tactics</tactics>
  </unit>
  <unit id="825" name="SPCXPCrazyHorse">
    <dbid>1229</dbid>
    <displaynameid>46294</displaynameid>
    <editornameid>46295</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\crazy_horse\spc_crazy_horse_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\crazy_horse\crazy_horse_portrait.png</icon>
    <portraiticon>resources\art\units\spc\crazy_horse\crazy_horse_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>46293</rollovertextid>
    <shortrollovertextid>46292</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpsiouxwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="TownCenter">2.000000</rate>
      <rate type="WarHut">2.000000</rate>
      <rate type="ArtilleryDepot">2.000000</rate>
      <rate type="Corral">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>50.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="826" name="SPCXPBoatBridge">
    <dbid>1230</dbid>
    <displaynameid>46298</displaynameid>
    <editornameid>46299</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>objects\boatbridge\boatbridge.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\flt_boat_bridge_portrait.png</icon>
    <portraiticon>resources\art\units\flt_boat_bridge_portrait.png</portraiticon>
    <rollovertextid>46297</rollovertextid>
    <shortrollovertextid>46296</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <decay delay="60.0000" duration="60.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="827" name="xpBowRider">
    <dbid>1231</dbid>
    <displaynameid>46302</displaynameid>
    <editornameid>46303</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\bow_rider\bow_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\sx_bow_rider_icon.png</icon>
    <portraiticon>resources\art\units\sx_bow_rider_portrait.png</portraiticon>
    <rollovertextid>46301</rollovertextid>
    <shortrollovertextid>46300</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="828" name="SPCXPBoatBridgeEnd">
    <dbid>1232</dbid>
    <displaynameid>46306</displaynameid>
    <editornameid>46307</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>objects\boatbridge\boatbridge_end.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\flt_boat_bridge_portrait.png</icon>
    <portraiticon>resources\art\units\flt_boat_bridge_portrait.png</portraiticon>
    <rollovertextid>46305</rollovertextid>
    <shortrollovertextid>46304</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <decay delay="60.0000" duration="60.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="829" name="xpSpy">
    <dbid>1233</dbid>
    <displaynameid>46322</displaynameid>
    <editornameid>46323</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spy\spy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spy_icon.png</icon>
    <portraiticon>resources\art\units\spy_portrait.png</portraiticon>
    <rollovertextid>46321</rollovertextid>
    <shortrollovertextid>46320</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>28.0000</los>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>Passive</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">125.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>MercType2</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">ToggleStealth</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>spy.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>2.500000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">20.000000</damagebonus>
      <damagebonus type="Hero">40.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">20.000000</damagebonus>
      <damagebonus type="Hero">40.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">20.000000</damagebonus>
      <damagebonus type="Hero">40.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="830" name="IGCKanyenkeXP">
    <dbid>1234</dbid>
    <displaynameid>46324</displaynameid>
    <editornameid>46325</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\kanyenke_x\igc_kanyenke_xp.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\kanyenke_x\kanyenke_portrait.png</icon>
    <portraiticon>resources\art\units\spc\kanyenke_x\kanyenke_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>archer.tactics</tactics>
  </unit>
  <unit id="831" name="IGCNonahkeeXP">
    <dbid>1235</dbid>
    <displaynameid>46326</displaynameid>
    <editornameid>46327</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nonahkee_x\igc_nonahkee_xp.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\nonahkee\nonahkee_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\nonahkee\nonahkee_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="832" name="xpMedicineManAztec">
    <dbid>1236</dbid>
    <displaynameid>46330</displaynameid>
    <editornameid>46331</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aztec\priest\priest.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_priest_icon.png</icon>
    <portraiticon>resources\art\units\az_priest_portrait.png</portraiticon>
    <rollovertextid>46329</rollovertextid>
    <shortrollovertextid>46328</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <communityplazaweight>2.0000</communityplazaweight>
    <communityplazalimit>10</communityplazalimit>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CanAutoHeal</flag>
    <flag>ExcludeFromMoveAllMilitary</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>aztecpriest.tactics</tactics>
    <protoaction>
      <name>Gather</name>
      <rate type="CommunityPlaza">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="833" name="MercGreatCannon">
    <dbid>1237</dbid>
    <displaynameid>46341</displaynameid>
    <editornameid>46342</editornameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.5000</maxvelocity>
    <maxrunvelocity>4.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\spc\russian_cannon\russian_cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\spc\russian_cannon\russian_cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\spc\russian_cannon\russian_cannon_icon_portrait.png</portraiticon>
    <rollovertextid>46340</rollovertextid>
    <shortrollovertextid>46339</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>90.0000</trainpoints>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Gold">1200.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>spcrussiancannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>400.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>800.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>RussianGreatCannonBall</projectile>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="834" name="SPCXPRailroadWorker">
    <dbid>1238</dbid>
    <displaynameid>46469</displaynameid>
    <editornameid>46470</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\miner\miner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\miner\miner_icon.png</icon>
    <portraiticon>resources\art\units\spc\miner\miner_portrait.png</portraiticon>
    <rollovertextid>46468</rollovertextid>
    <shortrollovertextid>46467</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Dynamite</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <train row="0" page="0" column="0">RockBridgeRight</train>
    <train row="0" page="0" column="1">RockBridgeLeft</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>miner.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="RockBridgeLeft">1.000000</rate>
      <rate type="RockBridgeRight">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractMine">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>GrenadeAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
    </protoaction>
  </unit>
  <unit id="835" name="IGCXPCuster">
    <dbid>1239</dbid>
    <displaynameid>46515</displaynameid>
    <editornameid>46516</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\custer\igc_custer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="836" name="SPCXPChiefBullBear">
    <dbid>1240</dbid>
    <displaynameid>46529</displaynameid>
    <editornameid>46530</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\war_chief\war_chief_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\natives\dog_soldier_icon.png</icon>
    <portraiticon>resources\art\units\natives\dog_soldier_portrait.png</portraiticon>
    <rollovertextid>46528</rollovertextid>
    <shortrollovertextid>46527</shortrollovertextid>
    <initialhitpoints>475.0000</initialhitpoints>
    <maxhitpoints>475.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>xpsiouxwarchief.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="837" name="SPCXPChiefTwoMoon">
    <dbid>1241</dbid>
    <displaynameid>46533</displaynameid>
    <editornameid>46534</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\iroquois\war_chief\war_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\IRO_warchief_icon.png</icon>
    <portraiticon>resources\art\units\IRO_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>46532</rollovertextid>
    <shortrollovertextid>46531</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">PetWolf</train>
    <tech row="0" page="1" column="0">XPFAKEGreatHeart</tech>
    <flag>KnockoutDeath</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="TownCenter">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>75.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>150.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="838" name="SPCXPChiefBraveWolf">
    <dbid>1242</dbid>
    <displaynameid>46537</displaynameid>
    <editornameid>46538</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\lakota\war_chief\war_chief_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\sx_warchief_icon.png</icon>
    <portraiticon>resources\art\units\sx_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>46536</rollovertextid>
    <shortrollovertextid>46535</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpsiouxwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="TownCenter">2.000000</rate>
      <rate type="WarHut">2.000000</rate>
      <rate type="ArtilleryDepot">2.000000</rate>
      <rate type="Corral">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>50.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="839" name="xpIronclad">
    <dbid>1243</dbid>
    <displaynameid>46594</displaynameid>
    <editornameid>46595</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\ironclad\ironclad.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\ironclad_icon.png</icon>
    <portraiticon>resources\art\units\ironclad_portrait.png</portraiticon>
    <rollovertextid>46593</rollovertextid>
    <shortrollovertextid>46592</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>100.0000</buildbounty>
    <cost resourcetype="Wood">500.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>Ironclad.tactics</tactics>
    <protoaction>
      <name>LongRangeAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>80.000000</maxrange>
      <rof>0.500000</rof>
      <damagecap>400.000000</damagecap>
      <damagebonus type="Building">5.000000</damagebonus>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>115.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>230.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="840" name="IGCHolme2">
    <dbid>1244</dbid>
    <displaynameid>46597</displaynameid>
    <editornameid>46598</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\sheriff_holmes\igc_sheriff_holmes_backwards.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\major_cooper\major_cooper_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\major_cooper\major_cooper_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="841" name="SPCCuster">
    <dbid>1245</dbid>
    <displaynameid>46609</displaynameid>
    <editornameid>46610</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\custer\spc_custer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\custer\custer_portrait.png</portraiticon>
    <rollovertextid>46608</rollovertextid>
    <shortrollovertextid>48993</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="842" name="xpHorseArtillery">
    <dbid>1246</dbid>
    <displaynameid>46620</displaynameid>
    <editornameid>46621</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\horse_artillery\horse_artillery.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\horse_artillery_icon.png</icon>
    <portraiticon>resources\art\units\horse_artillery_portrait.png</portraiticon>
    <rollovertextid>46619</rollovertextid>
    <shortrollovertextid>46618</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>horseartillery.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>125.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>250.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CaseShotAttack</name>
      <damage>12.500000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>13.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>25.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BombardAttack</name>
      <damage>125.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>13.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>250.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="843" name="SPCXPBlackPowderWagon">
    <dbid>1247</dbid>
    <displaynameid>46646</displaynameid>
    <editornameid>46647</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_gunpowder.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>46645</rollovertextid>
    <shortrollovertextid>46644</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Civilian</unitaitype>
    <bounty>50.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>SPCXPFoodCart.tactics</tactics>
  </unit>
  <unit id="844" name="SPCXPFeedStore">
    <dbid>1248</dbid>
    <displaynameid>46664</displaynameid>
    <editornameid>46665</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\feedstore\feedstore.xml</animfile>
    <icon>resources\art\buildings\feed_store_portrait.png</icon>
    <portraiticon>resources\art\buildings\feed_store_portrait.png</portraiticon>
    <rollovertextid>46663</rollovertextid>
    <shortrollovertextid>46662</shortrollovertextid>
    <initialhitpoints>1315.0000</initialhitpoints>
    <maxhitpoints>1315.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <train row="0" page="0" column="0">SPCXPWagonFood</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="845" name="AITargetBlockWeak">
    <dbid>1249</dbid>
    <displaynameid>46666</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="846" name="AITargetBlockStrong">
    <dbid>1250</dbid>
    <displaynameid>46667</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <animfile>ui\editor\editor_blocks.xml</animfile>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="847" name="SPCXPWoodFortWallLarge">
    <dbid>1251</dbid>
    <displaynameid>46676</displaynameid>
    <editornameid>46677</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc_woodfort_wall\spc_woodfort_wall_large.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46675</rollovertextid>
    <shortrollovertextid>46674</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="848" name="SPCXPWoodFortWallMedium">
    <dbid>1252</dbid>
    <displaynameid>46680</displaynameid>
    <editornameid>46681</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc_woodfort_wall\spc_woodfort_wall_medium.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46679</rollovertextid>
    <shortrollovertextid>46678</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="849" name="SPCXPWoodFortWallSmall">
    <dbid>1253</dbid>
    <displaynameid>46684</displaynameid>
    <editornameid>46685</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc_woodfort_wall\spc_woodfort_wall_small.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46683</rollovertextid>
    <shortrollovertextid>46682</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="850" name="SPCXPWoodFortGate">
    <dbid>1254</dbid>
    <displaynameid>46688</displaynameid>
    <editornameid>46689</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc_woodfort_wall\spc_woodfort_wall_gate.xml</animfile>
    <allowedheightvariance>4.0000</allowedheightvariance>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_gate_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_gate_portrait.png</portraiticon>
    <rollovertextid>46687</rollovertextid>
    <shortrollovertextid>46686</shortrollovertextid>
    <initialhitpoints>5250.0000</initialhitpoints>
    <maxhitpoints>5250.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Doppled</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>PlayerOwnsObstruction</flag>
    <flag>SelectWithObstruction</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>wallBuild</flag>
    <flag>ColonyBuilding</flag>
    <flag>DontFlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="851" name="SPCXPWoodFortTower">
    <dbid>1255</dbid>
    <displaynameid>46692</displaynameid>
    <editornameid>46693</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc_woodfort_wall\spc_woodfort_wall_tower.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46691</rollovertextid>
    <shortrollovertextid>46690</shortrollovertextid>
    <initialhitpoints>5250.0000</initialhitpoints>
    <maxhitpoints>5250.0000</maxhitpoints>
    <los>25.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>120.0000</bounty>
    <cost resourcetype="Wood">300.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="7">Delete</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="852" name="SPCXPRedoubtCenter">
    <dbid>1256</dbid>
    <displaynameid>46700</displaynameid>
    <editornameid>46701</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\redoubt\redoubt_center.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46699</rollovertextid>
    <shortrollovertextid>46698</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Invulnerable</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="853" name="SPCXPRedoubtLeft">
    <dbid>1257</dbid>
    <displaynameid>46704</displaynameid>
    <editornameid>46705</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\redoubt\redoubt_left.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46703</rollovertextid>
    <shortrollovertextid>46702</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Invulnerable</flag>
    <flag>NotSelectable</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="854" name="SPCXPRedoubtRight">
    <dbid>1258</dbid>
    <displaynameid>46708</displaynameid>
    <editornameid>46709</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\redoubt\redoubt_right.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>46707</rollovertextid>
    <shortrollovertextid>46706</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Invulnerable</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="855" name="NativeEmbassy">
    <dbid>1261</dbid>
    <displaynameid>46755</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_embassy\native_embassy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\native_embassy_icon.png</icon>
    <portraiticon>resources\art\buildings\native_embassy_portrait.png</portraiticon>
    <rollovertextid>46754</rollovertextid>
    <shortrollovertextid>46753</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <buildlimit>3</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindBarracks</unittype>
    <train row="0" page="0" column="0">ypNatChakram</train>
    <train row="0" page="0" column="1">ypNatConquistador</train>
    <train row="0" page="0" column="2">ypNatRattanShield</train>
    <train row="0" page="0" column="3">ypNatTigerClaw</train>
    <train row="0" page="0" column="4">ypNatWarElephant</train>
    <train row="0" page="0" column="0">NatBolasWarrior</train>
    <train row="0" page="0" column="2">NatBlowgunWarrior</train>
    <train row="0" page="0" column="18">deChasqui</train>
    <train row="0" page="0" column="17">NativeScout</train>
    <train row="0" page="0" column="19">NatMedicineMan</train>
    <train row="0" page="0" column="0">NatApacheCavalry</train>
    <train row="0" page="0" column="1">NatBlackwoodArcher</train>
    <train row="0" page="0" column="3">NatCheyenneRider</train>
    <train row="0" page="0" column="4">NatClubman</train>
    <train row="0" page="0" column="5">NatHolcanSpearman</train>
    <train row="0" page="0" column="6">NatHorseArcher</train>
    <train row="0" page="0" column="7">NatHuaminca</train>
    <train row="0" page="0" column="8">NatHuronMantlet</train>
    <train row="0" page="0" column="9">NatKlamathRifleman</train>
    <train row="0" page="0" column="10">NatLightningWarrior</train>
    <train row="0" page="0" column="11">NatMapucheClubman</train>
    <train row="0" page="0" column="20">deNatBolasRider</train>
    <train row="0" page="0" column="12">NatNavajoRifleman</train>
    <train row="0" page="0" column="13">NatRifleman</train>
    <train row="0" page="0" column="14">NatSharktoothBowman</train>
    <train row="0" page="0" column="15">NatTracker</train>
    <train row="0" page="0" column="16">NatClubmanLoyal</train>
    <train row="0" page="0" column="5">ypNatSohei</train>
    <tech row="0" page="1" column="1">WarriorSocietyCaribs</tech>
    <tech row="0" page="1" column="2">WarriorSocietyCherokee</tech>
    <tech row="0" page="1" column="15">WarriorSocietyZapotec</tech>
    <tech row="0" page="1" column="8">ChampionKlamath</tech>
    <tech row="0" page="1" column="12">ChampionNootka</tech>
    <tech row="0" page="1" column="13">ChampionSeminoles</tech>
    <tech row="0" page="1" column="9">WarriorSocietyMapuche</tech>
    <tech row="0" page="1" column="0">WarriorSocietyApache</tech>
    <tech row="0" page="1" column="4">WarriorSocietyComanche</tech>
    <tech row="0" page="1" column="7">WarriorSocietyInca</tech>
    <tech row="0" page="1" column="0">ChampionApache</tech>
    <tech row="0" page="1" column="2">ChampionCherokee</tech>
    <tech row="0" page="1" column="3">ChampionCheyenne</tech>
    <tech row="0" page="1" column="9">ChampionMapuche</tech>
    <tech row="0" page="1" column="15">ChampionZapotec</tech>
    <tech row="0" page="1" column="3">WarriorSocietyCheyenne</tech>
    <tech row="0" page="1" column="6">WarriorSocietyHuron</tech>
    <tech row="0" page="1" column="8">WarriorSocietyKlamath</tech>
    <tech row="0" page="1" column="11">WarriorSocietyNavajo</tech>
    <tech row="0" page="1" column="13">WarriorSocietySeminoles</tech>
    <tech row="0" page="1" column="1">ChampionCaribs</tech>
    <tech row="0" page="1" column="4">ChampionComanche</tech>
    <tech row="0" page="1" column="7">ChampionInca</tech>
    <tech row="0" page="1" column="10">ChampionMaya</tech>
    <tech row="0" page="1" column="5">WarriorSocietyCree</tech>
    <tech row="0" page="1" column="12">WarriorSocietyNootka</tech>
    <tech row="0" page="1" column="6">ChampionHuron</tech>
    <tech row="0" page="1" column="14">WarriorSocietyTupi</tech>
    <tech row="0" page="1" column="11">ChampionNavajo</tech>
    <tech row="0" page="1" column="10">WarriorSocietyMaya</tech>
    <tech row="0" page="1" column="5">ChampionCree</tech>
    <tech row="0" page="1" column="14">ChampionTupi</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="856" name="IGCCoveredWagon">
    <dbid>1262</dbid>
    <displaynameid>46761</displaynameid>
    <editornameid>46762</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\nugget_covered_wagon\nugget_covered_wagon.xml</animfile>
    <icon>resources\art\units\villagers\covered_wagon\covered_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\units\villagers\covered_wagon\covered_wagon_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="857" name="SPCXPMiningCampClone1">
    <dbid>1263</dbid>
    <displaynameid>46781</displaynameid>
    <editornameid>46782</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\mining_camp\miningcamp.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\tents\largetent_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\tents\largetent_portrait.png</portraiticon>
    <rollovertextid>46780</rollovertextid>
    <shortrollovertextid>46779</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>15.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>4</buildlimit>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <train row="0" page="0" column="0">Surgeon</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHeavyInfantry</contain>
    <contain>AbstractArtillery</contain>
    <contain>AbstractCavalry</contain>
    <contain>AbstractLightInfantry</contain>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="858" name="SPCTent">
    <dbid>1264</dbid>
    <displaynameid>46795</displaynameid>
    <editornameid>46796</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\tents\tents_large.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\tents\largetent_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\tents\largetent_portrait.png</portraiticon>
    <rollovertextid>46794</rollovertextid>
    <shortrollovertextid>46793</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="859" name="xpAdvancedBalloon">
    <dbid>1265</dbid>
    <displaynameid>46799</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>3.5000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\balloons\advanced_balloon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\balloons\hot_air_balloon.png</icon>
    <portraiticon>resources\art\units\balloons\hot_air_balloon_portrait.png</portraiticon>
    <rollovertextid>46798</rollovertextid>
    <shortrollovertextid>46797</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>30.0000</los>
    <unitaitype>Passive</unitaitype>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>Doppled</flag>
    <flag>FlyingUnit</flag>
    <flag>NoTieToGround</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="860" name="IGCXPCrazyHorse">
    <dbid>1266</dbid>
    <displaynameid>46875</displaynameid>
    <editornameid>46876</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\crazy_horse\igc_crazyhorse_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\sx_warchief_icon.png</icon>
    <portraiticon>resources\art\units\sx_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>46874</rollovertextid>
    <shortrollovertextid>46873</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>handcavalry.tactics</tactics>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="861" name="xpPetardNitro">
    <dbid>1268</dbid>
    <displaynameid>46905</displaynameid>
    <editornameid>46906</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\artillery\petard\petard.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\petard_icon.png</icon>
    <portraiticon>resources\art\units\petard_portrait.png</portraiticon>
    <rollovertextid>46904</rollovertextid>
    <shortrollovertextid>46903</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">100.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandSiege</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>petard.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>4500.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>4500.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="862" name="SPCXPNathanielNative">
    <dbid>1269</dbid>
    <displaynameid>46923</displaynameid>
    <editornameid>46924</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\nate_black\spc_nate_black_duster.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\nate_black\nate_black_portrait.png</icon>
    <portraiticon>resources\art\units\spc\nate_black\nate_black_portrait.png</portraiticon>
    <rollovertextid>46922</rollovertextid>
    <shortrollovertextid>46921</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <train row="0" page="6" column="1">SPCXPCampfire</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>nathaniel.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>100.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HawkeyeAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="863" name="IGCXPWashington">
    <dbid>1270</dbid>
    <displaynameid>46926</displaynameid>
    <editornameid>46927</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\george_washington_x\igc_george_washington.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\george_washington\george_washington_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\george_washington\george_washington_igc_icon.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="864" name="TradingPostTravois">
    <dbid>1271</dbid>
    <displaynameid>47135</displaynameid>
    <editornameid>47136</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>47134</rollovertextid>
    <shortrollovertextid>47133</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>6.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="1" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="865" name="IGCXPMountedChayton">
    <dbid>1272</dbid>
    <displaynameid>47217</displaynameid>
    <editornameid>47218</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\igc_chayton_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="866" name="SPCXPWashington">
    <dbid>1274</dbid>
    <displaynameid>47256</displaynameid>
    <editornameid>47257</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\george_washington_x\spc_george_washington.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\george_washington_x\washington_portrait.png</icon>
    <portraiticon>resources\art\units\spc\george_washington_x\washington_portrait.png</portraiticon>
    <rollovertextid>47255</rollovertextid>
    <shortrollovertextid>47254</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="867" name="HouseAztec">
    <dbid>1277</dbid>
    <displaynameid>48430</displaynameid>
    <editornameid>48431</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\house\az\house_az.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\az_house_icon.png</icon>
    <portraiticon>resources\art\buildings\az_house_portrait.png</portraiticon>
    <rollovertextid>48429</rollovertextid>
    <shortrollovertextid>48428</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="868" name="SPCXPRedoubtCannon">
    <dbid>1278</dbid>
    <displaynameid>48457</displaynameid>
    <editornameid>48458</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\spc\russian_cannon\russian_cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\spc\russian_cannon\russian_cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\spc\russian_cannon\russian_cannon_icon_portrait.png</portraiticon>
    <rollovertextid>48456</rollovertextid>
    <shortrollovertextid>48455</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>180.0000</bounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>spcrussiancannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>650.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>8.000000</rof>
      <damagecap>1350.000000</damagecap>
      <damagearea>6.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>RussianGreatCannonBall</projectile>
    </protoaction>
  </unit>
  <unit id="869" name="NatMercHolcanSpearman">
    <dbid>1279</dbid>
    <displaynameid>48461</displaynameid>
    <editornameid>48462</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\holcan_spearman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\holcan_spearman_icon.png</icon>
    <portraiticon>resources\art\units\natives\holcan_spearman_portrait.png</portraiticon>
    <rollovertextid>48460</rollovertextid>
    <shortrollovertextid>48459</shortrollovertextid>
    <initialhitpoints>185.0000</initialhitpoints>
    <maxhitpoints>185.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>17</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Wood">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>23.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="870" name="NatMercLightningWarrior">
    <dbid>1280</dbid>
    <displaynameid>48465</displaynameid>
    <editornameid>48466</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\zapotec_lightning_warrior\zapotec_lightning_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\az_zapotec_lightning_warrior_icon.png</icon>
    <portraiticon>resources\art\units\az_zapotec_lightning_warrior_portrait.png</portraiticon>
    <rollovertextid>43755</rollovertextid>
    <shortrollovertextid>48463</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="871" name="NatMercRifleman">
    <dbid>1281</dbid>
    <displaynameid>48469</displaynameid>
    <editornameid>48470</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\rifleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\rifleman_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\rifleman_portrait.png</portraiticon>
    <rollovertextid>48468</rollovertextid>
    <shortrollovertextid>48467</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>13</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>riflemanaccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="872" name="NatMercTracker">
    <dbid>1283</dbid>
    <displaynameid>48477</displaynameid>
    <editornameid>48478</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\cree_tracker.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\cree_tracker_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\cree_tracker_portrait.png</portraiticon>
    <rollovertextid>48476</rollovertextid>
    <shortrollovertextid>48475</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>13</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>riflemanaccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="873" name="NatMercBlackwoodArcher">
    <dbid>1284</dbid>
    <displaynameid>48481</displaynameid>
    <editornameid>48482</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\tupi_archer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\tupi_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\tupi_archer_portrait.png</portraiticon>
    <rollovertextid>48480</rollovertextid>
    <shortrollovertextid>48479</shortrollovertextid>
    <initialhitpoints>80.0000</initialhitpoints>
    <maxhitpoints>80.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archeraccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="874" name="NatMercClubman">
    <dbid>1285</dbid>
    <displaynameid>48485</displaynameid>
    <editornameid>48486</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\clubman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\clubman_icon.png</icon>
    <portraiticon>resources\art\units\natives\clubman_icon_portrait.png</portraiticon>
    <rollovertextid>48484</rollovertextid>
    <shortrollovertextid>48483</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>17</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">15.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="875" name="NatMercCheyenneRider">
    <dbid>1286</dbid>
    <displaynameid>48489</displaynameid>
    <editornameid>48490</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\cheyenne\cheyenne_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cheyenne_cav_icon.png</icon>
    <portraiticon>resources\art\units\cheyenne_cav_portrait.png</portraiticon>
    <rollovertextid>48488</rollovertextid>
    <shortrollovertextid>48487</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">95.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>21.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>42.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="876" name="NatMercHorseArcher">
    <dbid>1287</dbid>
    <displaynameid>48493</displaynameid>
    <editornameid>48494</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\horse_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\natives\horse_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\horse_archer_portrait.png</portraiticon>
    <rollovertextid>48492</rollovertextid>
    <shortrollovertextid>48491</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>13</buildlimit>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">70.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalryAccurate.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.250000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.500000</damagebonus>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="877" name="NatMercHuronMantlet">
    <dbid>1288</dbid>
    <displaynameid>48502</displaynameid>
    <editornameid>48503</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\natives\ally\huron_mantlet\huron_mantlet.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\huron_mantlet_icon.png</icon>
    <portraiticon>resources\art\units\huron_mantlet_portrait.png</portraiticon>
    <rollovertextid>48501</rollovertextid>
    <shortrollovertextid>48500</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Wood">50.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Tomahawk</projectile>
    </protoaction>
  </unit>
  <unit id="878" name="SPCXPTreasureShip">
    <dbid>1289</dbid>
    <displaynameid>48530</displaynameid>
    <editornameid>48531</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\galleon\galleon.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\galleon\galleon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\galleon\galleon_icon_portrait.png</portraiticon>
    <rollovertextid>48529</rollovertextid>
    <shortrollovertextid>48528</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>30.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <train row="0" page="0" column="8">CavalryArcher</train>
    <train row="0" page="0" column="8">Dragoon</train>
    <train row="0" page="0" column="4">Cacadore</train>
    <train row="0" page="0" column="4">Cacadore</train>
    <train row="0" page="0" column="6">Hussar</train>
    <train row="0" page="0" column="1">Janissary</train>
    <train row="0" page="0" column="1">Janissary</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="5">Crossbowman</train>
    <train row="0" page="0" column="5">Crossbowman</train>
    <train row="0" page="0" column="5">Longbowman</train>
    <train row="0" page="0" column="5">Longbowman</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="12">OrganGun</train>
    <train row="0" page="0" column="7">Lancer</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Grenadier</train>
    <train row="0" page="0" column="3">Grenadier</train>
    <train row="0" page="0" column="9">Falconet</train>
    <train row="0" page="0" column="11">Culverin</train>
    <train row="0" page="0" column="4">Skirmisher</train>
    <train row="0" page="0" column="4">Skirmisher</train>
    <train row="0" page="0" column="10">Mortar</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="7">Ruyter</train>
    <train row="0" page="0" column="7">deFinnishRider</train>
    <train row="0" page="0" column="12">Cannon</train>
    <train row="0" page="0" column="13">GreatBombard</train>
    <train row="0" page="0" column="14">AbusGun</train>
    <train row="0" page="0" column="14">Rocket</train>
    <train row="0" page="0" column="13">Strelet</train>
    <train row="0" page="0" column="14">Cossack</train>
    <train row="0" page="0" column="13">Uhlan</train>
    <train row="0" page="0" column="0">deCarolean</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Immoveable</flag>
    <flag>NotCommandable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="879" name="SPCXPNativeChayton">
    <dbid>1291</dbid>
    <displaynameid>48827</displaynameid>
    <editornameid>48828</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\spc_chayton.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\chayton\chayton_ind_portrait.png</icon>
    <portraiticon>resources\art\units\spc\chayton\chayton_ind_portrait.png</portraiticon>
    <rollovertextid>48826</rollovertextid>
    <shortrollovertextid>48825</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>chayton.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>100.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HawkeyeAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="880" name="NatMercBlowgunWarrior">
    <dbid>1293</dbid>
    <displaynameid>48952</displaynameid>
    <editornameid>48953</editornameid>
    <populationcount>0</populationcount>
    <subciv>Caribs</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\blowgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\blowgun_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\blowgun_portrait.png</portraiticon>
    <rollovertextid>48951</rollovertextid>
    <shortrollovertextid>48950</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>17</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>MercType1</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativeRanged.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Blowdart</projectile>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="881" name="Pilgrim">
    <dbid>1297</dbid>
    <displaynameid>60023</displaynameid>
    <editornameid>60024</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>patch\plymouth\pilgrim.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\pilgrims_icon.png</icon>
    <portraiticon>resources\art\units\pilgrims_icon.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>60022</rollovertextid>
    <shortrollovertextid>60021</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>0.0000</buildbounty>
    <cost resourcetype="Food">0.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="19">TownCenter</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.100000</rate>
      <rate type="Manor">1.100000</rate>
      <rate type="Church">1.100000</rate>
      <rate type="House">1.100000</rate>
      <rate type="Building">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.550000</rate>
      <rate type="Plantation">0.550000</rate>
      <rate type="Herdable">2.200000</rate>
      <rate type="Huntable">0.880000</rate>
      <rate type="AbstractMine">0.650000</rate>
      <rate type="AbstractBerryBush">0.700000</rate>
      <rate type="Farm">0.550000</rate>
      <rate type="Mill">0.700000</rate>
      <rate type="ypBerryBuilding">0.690000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.370000</rate>
      <rate type="ypGroveBuilding">0.550000</rate>
      <rate type="ypRicePaddy" resource="Food">0.550000</rate>
      <rate type="deFurTrade">0.650000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
      <rate type="Huntable">1.100000</rate>
      <rate type="Tree">1.100000</rate>
    </protoaction>
  </unit>
  <unit id="882" name="CrateofTurkey">
    <dbid>1298</dbid>
    <displaynameid>60027</displaynameid>
    <editornameid>60028</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_turkey.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60026</rollovertextid>
    <shortrollovertextid>60025</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="883" name="CrateofTurkeyLarge">
    <dbid>1299</dbid>
    <displaynameid>60031</displaynameid>
    <editornameid>60032</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_turkey_large.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60030</rollovertextid>
    <shortrollovertextid>60029</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="884" name="NuggetPumpkinBig">
    <dbid>1300</dbid>
    <displaynameid>60033</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\nugget_pumpkin_big.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="885" name="NuggetPumpkinSmall">
    <dbid>1301</dbid>
    <displaynameid>60034</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\nugget_pumpkin_small.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="886" name="NuggetPumpkinPatch">
    <dbid>1302</dbid>
    <displaynameid>60035</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\nugget_pumpkin_patch.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="887" name="CrateofSquash">
    <dbid>1303</dbid>
    <displaynameid>60038</displaynameid>
    <editornameid>60039</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_pumpkin.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60037</rollovertextid>
    <shortrollovertextid>60036</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="888" name="CrateofSquashLarge">
    <dbid>1304</dbid>
    <displaynameid>60042</displaynameid>
    <editornameid>60043</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_pumpkin_large.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60041</rollovertextid>
    <shortrollovertextid>60040</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="889" name="NuggetWheatBundleSmall">
    <dbid>1305</dbid>
    <displaynameid>60044</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\nugget_wheat_bundle_small.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="890" name="NuggetWheatBundleBig">
    <dbid>1306</dbid>
    <displaynameid>60045</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\nugget_wheat_bundle_big.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="891" name="TurkeyScout">
    <dbid>1307</dbid>
    <displaynameid>60048</displaynameid>
    <editornameid>60064</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\turkey\turkey.xml</animfile>
    <deadreplacement>CrateofTurkey</deadreplacement>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\thanks_turkey_icon.png</icon>
    <portraiticon>resources\art\units\thanks_turkey_icon.png</portraiticon>
    <rollovertextid>60047</rollovertextid>
    <shortrollovertextid>60046</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>26.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>5.0000</bounty>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="892" name="CrateofWheatBundle">
    <dbid>1311</dbid>
    <displaynameid>60057</displaynameid>
    <editornameid>60058</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_wheat.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60056</rollovertextid>
    <shortrollovertextid>60055</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="893" name="CrateofWheatBundleLarge">
    <dbid>1312</dbid>
    <displaynameid>60061</displaynameid>
    <editornameid>60062</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>patch\plymouth\crate_wheat_large.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>60060</rollovertextid>
    <shortrollovertextid>60059</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="894" name="ypKensei">
    <dbid>1314</dbid>
    <displaynameid>60076</displaynameid>
    <editornameid>60077</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\kensei\kensei.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\samurai\samurai_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\samurai\samurai_icon_portrait.png</portraiticon>
    <rollovertextid>60075</rollovertextid>
    <shortrollovertextid>60074</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>67.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>34.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractCavalry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.400000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="AbstractCavalry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.400000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="AbstractCavalry">1.750000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.400000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="AbstractCavalry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.400000</damagebonus>
    </protoaction>
  </unit>
  <unit id="895" name="ypYabusame">
    <dbid>1315</dbid>
    <displaynameid>60080</displaynameid>
    <editornameid>60081</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.8000</maxvelocity>
    <maxrunvelocity>8.8000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\yabusame\yabusameHorse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\yabusame\yabusame_icon.png</icon>
    <portraiticon>resources\art\units\asians\japanese\yabusame\yabusame_icon_portrait.png</portraiticon>
    <rollovertextid>60079</rollovertextid>
    <shortrollovertextid>60078</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>21.0000</bounty>
    <buildbounty>21.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damagebonus type="AbstractArtillery">8.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <projectile>ArrowFlaming</projectile>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">8.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="896" name="ypYumi">
    <dbid>1316</dbid>
    <displaynameid>60084</displaynameid>
    <editornameid>60085</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\yumi\yumi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\yumi\yumi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\yumi\yumi_icon_portrait.png</portraiticon>
    <rollovertextid>60083</rollovertextid>
    <shortrollovertextid>60082</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>28.0000</trainpoints>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">55.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="897" name="ypNaginataRider">
    <dbid>1318</dbid>
    <displaynameid>60092</displaynameid>
    <editornameid>60093</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\naginata_rider\naginata_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\naginata_rider\naginata_rider_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\naginata_rider\naginata_rider_icon_portrait.png</portraiticon>
    <rollovertextid>60091</rollovertextid>
    <shortrollovertextid>60090</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>75.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
  </unit>
  <unit id="898" name="ypAshigaru">
    <dbid>1319</dbid>
    <displaynameid>60096</displaynameid>
    <editornameid>60097</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\ashigaru\ashigaru.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\ashigaru\ashigaru_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\ashigaru\ashigaru_icon_portrait.png</portraiticon>
    <rollovertextid>60095</rollovertextid>
    <shortrollovertextid>60094</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>21.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="899" name="ypNatSohei">
    <dbid>1320</dbid>
    <displaynameid>60100</displaynameid>
    <editornameid>60101</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.2500</maxvelocity>
    <maxrunvelocity>7.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\sohei\sohei.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\sohei\sohei_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\sohei\sohei_icon_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>60099</rollovertextid>
    <shortrollovertextid>60098</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">55.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>27.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="900" name="ypMonkJapanese">
    <dbid>1321</dbid>
    <displaynameid>60104</displaynameid>
    <editornameid>60105</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\monk\monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\japanese\monk\monk_icon.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\japanese\monk\monk_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>60103</rollovertextid>
    <shortrollovertextid>60102</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>45.0000</bounty>
    <cost resourcetype="Gold">175.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractJapaneseMonk</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="2">ypShrineJapanese</train>
    <train row="0" page="0" column="0">ypPetKomodoDragon</train>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">PetWolf</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ypjapanesemonk.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagetype>Hand</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagetype>Hand</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>SabotageAttack</name>
      <damage>1500.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
  </unit>
  <unit id="901" name="ypShogunTokugawa">
    <dbid>1324</dbid>
    <displaynameid>60116</displaynameid>
    <editornameid>60117</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\shogun\shogun_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\shogun_icon_portrait.png</portraiticon>
    <rollovertextid>60115</rollovertextid>
    <shortrollovertextid>60114</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>75.0000</bounty>
    <buildbounty>75.0000</buildbounty>
    <cost resourcetype="Gold">750.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">ypYamabushi</train>
    <train row="0" page="0" column="1">ypShinobiHorse</train>
    <train row="0" page="0" column="1">ypShinobiHorse</train>
    <train row="0" page="0" column="3">ypMorutaru</train>
    <train row="0" page="0" column="2">ypFlamingArrow</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <command page="11" column="0">Abilities</command>
    <tactics>shogun.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>120.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>120.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>120.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>90.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>180.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="902" name="ypSowar">
    <dbid>1325</dbid>
    <displaynameid>60120</displaynameid>
    <editornameid>60121</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\sowar\camel.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\indians\sowar\sowar_icon.png</icon>
    <portraiticon>resources\art\units\asians\indians\sowar\sowar_icon_portrait.png</portraiticon>
    <rollovertextid>60119</rollovertextid>
    <shortrollovertextid>60118</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCamel</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractSowar</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>sowar.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <type>AutoGather</type>
      <rate type="Food">0.050000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>33.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="903" name="ypZamburak">
    <dbid>1326</dbid>
    <displaynameid>60124</displaynameid>
    <editornameid>60125</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\zamburak\zamburak_camel.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\indians\zamburak\zamburak_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\zamburak\zamburak_icon_portrait.png</portraiticon>
    <rollovertextid>60123</rollovertextid>
    <shortrollovertextid>60122</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractZamburak</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCamel</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>zamburak.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <type>AutoGather</type>
      <rate type="Food">0.050000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="904" name="ypMahout">
    <dbid>1327</dbid>
    <displaynameid>60128</displaynameid>
    <editornameid>60129</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\mahout\mahout_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\mahout\mahout_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mahout\mahout_icon_portrait.png</portraiticon>
    <rollovertextid>60127</rollovertextid>
    <shortrollovertextid>60126</shortrollovertextid>
    <initialhitpoints>917.0000</initialhitpoints>
    <maxhitpoints>917.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>65.0000</bounty>
    <buildbounty>65.0000</buildbounty>
    <cost resourcetype="Food">400.0000</cost>
    <cost resourcetype="Wood">250.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractHandElephant</unittype>
    <unittype>AbstractMahout</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mahout.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>130.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>112.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="905" name="ypHowdah">
    <dbid>1328</dbid>
    <displaynameid>60132</displaynameid>
    <editornameid>60133</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\howdah\howdah_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\howdah\howdah_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\howdah\howdah_icon_portrait.png</portraiticon>
    <rollovertextid>60131</rollovertextid>
    <shortrollovertextid>60130</shortrollovertextid>
    <initialhitpoints>667.0000</initialhitpoints>
    <maxhitpoints>667.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Food">250.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHowdah</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>howdah.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>33.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>66.000000</damagecap>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
  </unit>
  <unit id="906" name="ypRajput">
    <dbid>1330</dbid>
    <displaynameid>60140</displaynameid>
    <editornameid>60141</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\rajput\rajput.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\rajput\rajput_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\rajput\rajput_icon_portrait.png</portraiticon>
    <rollovertextid>60139</rollovertextid>
    <shortrollovertextid>60138</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>14.0000</bounty>
    <buildbounty>14.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRajput</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="907" name="ypUrumi">
    <dbid>1331</dbid>
    <displaynameid>60144</displaynameid>
    <editornameid>60145</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\urumi\urumi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\urumi\urumi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\urumi\urumi_icon_portrait.png</portraiticon>
    <rollovertextid>60143</rollovertextid>
    <shortrollovertextid>60142</shortrollovertextid>
    <initialhitpoints>260.0000</initialhitpoints>
    <maxhitpoints>260.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>22.0000</bounty>
    <buildbounty>22.0000</buildbounty>
    <cost resourcetype="Food">160.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractUrumi</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>urumi.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>37.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>19.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>20.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="908" name="ypMonkIndian">
    <dbid>1332</dbid>
    <displaynameid>60148</displaynameid>
    <editornameid>60149</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\monk\monk_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\monk\indian_monk_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\indians\monk\indian_monk_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>60147</rollovertextid>
    <shortrollovertextid>60146</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>45.0000</bounty>
    <cost resourcetype="Gold">175.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractIndianMonk</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetCoyote</train>
    <train row="0" page="6" column="2">YPPetTiger</train>
    <train row="0" page="6" column="5">YPPetRhino</train>
    <train row="0" page="6" column="4">YPPetWhiteTiger</train>
    <train row="0" page="6" column="3">ypPetLion</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ypindianmonk.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="WarHut">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
      <rate type="Corral">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <hitpercent>0.000000</hitpercent>
      <hitpercenttype>Sweep</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <hitpercent>0.000000</hitpercent>
      <hitpercenttype>Sweep</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>sweepDamage</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="909" name="ypChuKoNu">
    <dbid>1333</dbid>
    <displaynameid>60152</displaynameid>
    <editornameid>60153</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_portrait.png</portraiticon>
    <rollovertextid>60151</rollovertextid>
    <shortrollovertextid>60150</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>24.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>chukonu.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>3.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>5.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="910" name="ypArquebusier">
    <dbid>1334</dbid>
    <displaynameid>60156</displaynameid>
    <editornameid>60157</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\arquebusier\arquebusier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\chinese\arquebusier\arquebusier_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\arquebusier\arquebusier_icon_portrait.png</portraiticon>
    <rollovertextid>60155</rollovertextid>
    <shortrollovertextid>60154</shortrollovertextid>
    <initialhitpoints>97.0000</initialhitpoints>
    <maxhitpoints>97.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Gold">85.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="911" name="ypQiangPikeman">
    <dbid>1335</dbid>
    <displaynameid>60160</displaynameid>
    <editornameid>60161</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\qiang_pikeman\qiang_pikeman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\chinese\qiang_pikeman\qiang_pikeman_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\qiang_pikeman\qiang_pikeman_icon_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>60159</rollovertextid>
    <shortrollovertextid>60158</shortrollovertextid>
    <initialhitpoints>105.0000</initialhitpoints>
    <maxhitpoints>105.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>24.0000</trainpoints>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.500000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="912" name="ypChangdao">
    <dbid>1336</dbid>
    <displaynameid>60164</displaynameid>
    <editornameid>60165</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\chinese\changdao\changdao_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\changdao\changdao_icon_portrait.png</portraiticon>
    <rollovertextid>60163</rollovertextid>
    <shortrollovertextid>60162</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">95.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>21.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.250000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.250000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="913" name="ypSteppeRider">
    <dbid>1337</dbid>
    <displaynameid>60168</displaynameid>
    <editornameid>60169</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.6500</obstructionradiusx>
    <obstructionradiusz>0.6500</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\chinese\steppe_rider\steppe_rider_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\steppe_rider\steppe_rider_icon_portrait.png</portraiticon>
    <rollovertextid>60167</rollovertextid>
    <shortrollovertextid>60166</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Gold">85.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>20.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="914" name="ypKeshik">
    <dbid>1338</dbid>
    <displaynameid>60172</displaynameid>
    <editornameid>60173</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.6500</obstructionradiusx>
    <obstructionradiusz>0.6500</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\keshik\keshik_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\chinese\keshik\keshik_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\keshik\keshik_icon_portrait.png</portraiticon>
    <rollovertextid>60171</rollovertextid>
    <shortrollovertextid>60170</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">115.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="915" name="ypIronFlail">
    <dbid>1339</dbid>
    <displaynameid>60176</displaynameid>
    <editornameid>60177</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\chinese\iron_flail\iron_flail_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\iron_flail\iron_flail_icon_portrait.png</portraiticon>
    <rollovertextid>60175</rollovertextid>
    <shortrollovertextid>60174</shortrollovertextid>
    <initialhitpoints>292.0000</initialhitpoints>
    <maxhitpoints>292.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Food">240.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>17.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>24.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>68.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
    </protoaction>
  </unit>
  <unit id="916" name="ypHandMortar">
    <dbid>1343</dbid>
    <displaynameid>60192</displaynameid>
    <editornameid>60193</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\chinese\hand_mortar\hand_mortar.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\chinese\hand_mortar\hand_mortar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\hand_mortar\hand_mortar_icon_portrait.png</portraiticon>
    <rollovertextid>60191</rollovertextid>
    <shortrollovertextid>60190</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>38.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <autoattackrange>38.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>14.0000</bounty>
    <buildbounty>14.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>handMortar.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>34.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>10.000000</damagecap>
      <damagebonus type="Building">16.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Ship">14.000000</damagebonus>
      <damagebonus type="AbstractArtillery">6.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="917" name="ypFlyingCrow">
    <dbid>1344</dbid>
    <displaynameid>60196</displaynameid>
    <editornameid>60197</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\chinese\flying_crow\flying_crow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\chinese\flying_crow\flying_crow_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\flying_crow\flying_crow_icon_portrait.png</portraiticon>
    <rollovertextid>60195</rollovertextid>
    <shortrollovertextid>60194</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>ypCrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>240.0000</trainpoints>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>flyingcrow.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>190.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>5.000000</rof>
      <damagecap>380.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="918" name="ypMonkChinese">
    <dbid>1345</dbid>
    <displaynameid>60200</displaynameid>
    <editornameid>60201</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\monk\monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\chinese\shaolin_disciple\shaolin_master_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\chinese\shaolin_disciple\shaolin_master_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>60199</rollovertextid>
    <shortrollovertextid>69907</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>ypShuriken</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>90.0000</bounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractChineseMonk</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetJaguar</train>
    <train row="0" page="6" column="0">YPPetPanda</train>
    <train row="0" page="6" column="2">ypMonkDisciple</train>
    <tech row="0" page="11" column="5">ypMonkMakeDisciple</tech>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>ypchinesemonk.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>RoundhouseAttack</name>
      <damage>170.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="919" name="ypRicePaddy">
    <dbid>1346</dbid>
    <displaynameid>60204</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <placementobstructionradiusx>7.5000</placementobstructionradiusx>
    <placementobstructionradiusz>7.5000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\rice_paddy\rice_paddy.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\rice_paddy\china\china_rice_paddy_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\rice_paddy\china\china_rice_paddy_icon_portrait.png</portraiticon>
    <rollovertextid>60203</rollovertextid>
    <shortrollovertextid>60202</shortrollovertextid>
    <legacyhotkeycontext>RicePaddyAccel</legacyhotkeycontext>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <initialresource resourcetype="Gold">0.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Food</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <tech row="0" page="1" column="0">ypWaterConservancy</tech>
    <tech row="0" page="1" column="0">ypIrrigationSystems</tech>
    <tech row="0" page="1" column="0">ypImpLargeScaleAgricultureAsian</tech>
    <tech row="0" page="1" column="1">ypLandRedistribution</tech>
    <tech row="0" page="1" column="0">ypCultivateWasteland</tech>
    <tech row="0" page="1" column="1">ypSharecropping</tech>
    <tech row="0" page="1" column="1">ypCooperative</tech>
    <tech row="0" page="1" column="1">ypImpExcessiveTributeAsian</tech>
    <tech row="1" page="1" column="0">SeedDrill</tech>
    <tech row="1" page="1" column="0">ArtificialFertilizer</tech>
    <tech row="0" page="1" column="1">ypCropMarket</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="1">RicePaddyCoin</command>
    <command page="9" column="0">RicePaddyFood</command>
    <tactics>ricepaddy.tactics</tactics>
    <protoaction>
      <name>ModifyGatherCoin</name>
      <rate type="Gold">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>ModifyGatherFood</name>
      <rate type="Food">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="920" name="ypMonastery">
    <dbid>1347</dbid>
    <displaynameid>60207</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\monastery\monastery.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\monastery\monastery_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\monastery\monastery_icon_portrait.png</portraiticon>
    <rollovertextid>60206</rollovertextid>
    <legacyhotkeycontext>SaloonAccel</legacyhotkeycontext>
    <shortrollovertextid>60205</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>90.0000</bounty>
    <buildbounty>45.0000</buildbounty>
    <cost resourcetype="Wood">225.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractChurch</unittype>
    <train row="0" page="0" column="0">SaloonOutlawPistol</train>
    <train row="0" page="0" column="1">SaloonOutlawRider</train>
    <train row="0" page="0" column="2">SaloonOutlawRifleman</train>
    <train row="0" page="0" column="3">SaloonPirate</train>
    <train row="0" page="0" column="23">MercBarbaryCorsair</train>
    <train row="0" page="0" column="22">MercBlackRider</train>
    <train row="0" page="0" column="21">MercElmeti</train>
    <train row="0" page="0" column="10">MercFusilier</train>
    <train row="0" page="0" column="24">MercGreatCannon</train>
    <train row="0" page="0" column="17">MercHackapell</train>
    <train row="0" page="0" column="17">deMercHarquebusier</train>
    <train row="0" page="0" column="16">MercHighlander</train>
    <train row="0" page="0" column="13">MercJaeger</train>
    <train row="0" page="0" column="15">MercLandsknecht</train>
    <train row="0" page="0" column="19">MercMameluke</train>
    <train row="0" page="0" column="20">MercManchu</train>
    <train row="0" page="0" column="18">MercNinja</train>
    <train row="0" page="0" column="12">MercRonin</train>
    <train row="0" page="0" column="14">MercStradiot</train>
    <train row="0" page="0" column="11">MercSwissPikeman</train>
    <train row="0" page="0" column="4">ypDacoit</train>
    <train row="0" page="0" column="24">ypMercIronTroop</train>
    <train row="0" page="0" column="27">ypMercArsonist</train>
    <train row="0" page="0" column="26">ypMercJatLancer</train>
    <train row="0" page="0" column="25">ypMercYojimbo</train>
    <train row="0" page="0" column="5">ypThuggee</train>
    <train row="0" page="0" column="9">ypWokouBlindMonk</train>
    <train row="0" page="0" column="6">ypWokouPirate</train>
    <train row="0" page="0" column="7">ypWokouWanderingHorseman</train>
    <train row="0" page="0" column="8">ypWokouWaywardRonin</train>
    <tech row="0" page="1" column="2">ypMonasteryJapaneseCombat</tech>
    <tech row="0" page="1" column="4">ypMonasteryCriticalUpgrade</tech>
    <tech row="0" page="1" column="1">ypMonasteryJapaneseHealing</tech>
    <tech row="0" page="1" column="3">ypMonasteryIndianSpeed</tech>
    <tech row="0" page="1" column="4">ypMonasteryStompUpgrade</tech>
    <tech row="0" page="1" column="3">ypMonasteryAttackSpeed</tech>
    <tech row="0" page="1" column="1">ypMonasteryDiscipleAura</tech>
    <tech row="0" page="1" column="2">ypMonasteryImprovedHealing</tech>
    <tech row="0" page="1" column="3">ypMonasteryKillingBlowUpgrade</tech>
    <tech row="0" page="1" column="1">ypMonasteryPetAura</tech>
    <tech row="0" page="1" column="4">ypMonasteryRangedSplash</tech>
    <tech row="0" page="1" column="2">ypMonasteryShaolinWarrior</tech>
    <tech row="0" page="1" column="9">UniqueSPCCustomizedMercWeapons</tech>
    <tech row="0" page="1" column="7">UniqueSPCPatriots</tech>
    <tech row="0" page="1" column="8">UniqueSPCGrandEncampment</tech>
    <tech row="0" page="1" column="7">UniqueSPCCorsolet</tech>
    <tech row="0" page="1" column="9">UniqueSPCHighCrusade</tech>
    <tech row="0" page="1" column="7">UniqueSPCIndianFriendship</tech>
    <tech row="0" page="1" column="8">UniqueSPCTaxBurden</tech>
    <tech row="0" page="1" column="9">ImpLegendaryNatives</tech>
    <tech row="0" page="1" column="6">Spies</tech>
    <tech row="0" page="1" column="0">HCBlockade</tech>
    <tech row="0" page="1" column="8">ImpImmigrants</tech>
    <tech row="0" page="1" column="5">ypMonasteryCompunction</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="921" name="ypCaravanserai">
    <dbid>1348</dbid>
    <displaynameid>60210</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\caravanserai\caravanserai.xml</animfile>
    <deadreplacement>BuildingRubble5x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>stable</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\caravanserai\india\caravanserai_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\caravanserai\india\caravanserai_icon_portrait.png</portraiticon>
    <rollovertextid>60209</rollovertextid>
    <shortrollovertextid>60208</shortrollovertextid>
    <legacyhotkeycontext>CaravanseraiAccel</legacyhotkeycontext>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractStables</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <train row="0" page="0" column="2">ypMahout</train>
    <train row="0" page="0" column="3">ypHowdah</train>
    <train row="0" page="0" column="0">xpHorseman</train>
    <train row="0" page="0" column="1">xpMusketRider</train>
    <train row="0" page="0" column="0">xpAxeRider</train>
    <train row="0" page="0" column="1">Dragoon</train>
    <train row="0" page="0" column="1">xpBowRider</train>
    <train row="0" page="0" column="3">xpCoupRider</train>
    <train row="0" page="0" column="2">xpRifleRider</train>
    <train row="0" page="0" column="0">Hussar</train>
    <train row="0" page="0" column="0">ypSowar</train>
    <train row="0" page="0" column="1">ypZamburak</train>
    <tech row="0" page="1" column="1">YPExaltedCamelGun</tech>
    <tech row="0" page="1" column="2">YPHonoredMahout</tech>
    <tech row="0" page="1" column="0">YPDisciplinedCamel</tech>
    <tech row="0" page="1" column="1">YPHonoredCamelGun</tech>
    <tech row="0" page="1" column="0">YPExaltedCamel</tech>
    <tech row="0" page="1" column="0">YPHonoredCamel</tech>
    <tech row="0" page="1" column="1">GuardDragoons</tech>
    <tech row="0" page="1" column="0">GuardHussars</tech>
    <tech row="0" page="1" column="0">VeteranHussars</tech>
    <tech row="0" page="1" column="0">ChampionHorsemen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryHorsemen</tech>
    <tech row="0" page="2" column="0">BigCorralBonepipeArmor</tech>
    <tech row="0" page="1" column="1">ChampionBowRider</tech>
    <tech row="0" page="1" column="1">ImpLegendaryBowRider</tech>
    <tech row="0" page="1" column="1">ImpLegendaryMusketRiders</tech>
    <tech row="0" page="1" column="2">ImpLegendaryRifleRiders</tech>
    <tech row="0" page="1" column="0">EliteHorsemen</tech>
    <tech row="0" page="1" column="1">ChampionMusketRiders</tech>
    <tech row="0" page="1" column="0">ImpLegendaryAxeRiders</tech>
    <tech row="0" page="2" column="0">BigCorralHorseSecrets</tech>
    <tech row="0" page="1" column="0">ChampionAxeRiders</tech>
    <tech row="0" page="1" column="0">EliteAxeRiders</tech>
    <tech row="0" page="1" column="1">EliteBowRider</tech>
    <tech row="0" page="1" column="2">ChampionRifleRiders</tech>
    <tech row="0" page="1" column="3">YPHonoredHowdah</tech>
    <tech row="0" page="1" column="3">YPExaltedHowdah</tech>
    <tech row="0" page="1" column="2">YPExaltedMahout</tech>
    <tech row="0" page="1" column="1">YPDisciplinedCamelGun</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="922" name="ypConsulate">
    <dbid>1349</dbid>
    <displaynameid>60213</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\consulate\consulate.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\consulate\consulate_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\consulate\consulate_icon_portrait.png</portraiticon>
    <rollovertextid>60212</rollovertextid>
    <shortrollovertextid>60211</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindBarracks</unittype>
    <train row="0" page="19" column="3">ypConsulateArmySPCPortuguese3</train>
    <train row="0" page="19" column="2">ypConsulateArmySPCPortuguese2</train>
    <train row="0" page="19" column="1">ypConsulateArmySPCPortuguese1</train>
    <train row="0" page="19" column="3">ypConsulateArmySPCDutch3</train>
    <train row="0" page="19" column="2">ypConsulateArmySPCDutch2</train>
    <train row="0" page="19" column="1">ypConsulateArmySPCDutch1</train>
    <train row="0" page="19" column="3">ypConsulateArmySpanish3</train>
    <train row="0" page="19" column="2">ypConsulateArmySpanish2</train>
    <train row="0" page="19" column="1">ypConsulateArmySpanish1</train>
    <train row="0" page="19" column="3">ypConsulateArmyRussian3</train>
    <train row="0" page="19" column="2">ypConsulateArmyRussian2</train>
    <train row="0" page="19" column="1">ypConsulateArmyRussian1</train>
    <train row="0" page="19" column="3">ypConsulateArmyPortuguese3</train>
    <train row="0" page="19" column="2">ypConsulateArmyPortuguese2</train>
    <train row="0" page="19" column="1">ypConsulateArmyPortuguese1</train>
    <train row="0" page="19" column="3">ypConsulateArmyOttoman3</train>
    <train row="0" page="19" column="2">ypConsulateArmyOttoman2</train>
    <train row="0" page="19" column="1">ypConsulateArmyOttoman1</train>
    <train row="0" page="19" column="3">ypConsulateArmyGerman3</train>
    <train row="0" page="19" column="2">ypConsulateArmyGerman2</train>
    <train row="0" page="19" column="1">ypConsulateArmyGerman1</train>
    <train row="0" page="19" column="3">ypConsulateArmyFrench3</train>
    <train row="0" page="19" column="2">ypConsulateArmyFrench2</train>
    <train row="0" page="19" column="1">ypConsulateArmyFrench1</train>
    <train row="0" page="19" column="3">ypConsulateArmyDutch3</train>
    <train row="0" page="19" column="2">ypConsulateArmyDutch2</train>
    <train row="0" page="19" column="1">ypConsulateArmyDutch1</train>
    <train row="0" page="19" column="3">ypConsulateArmyBritish3</train>
    <train row="0" page="19" column="2">ypConsulateArmyBritish2</train>
    <train row="0" page="19" column="1">ypConsulateArmyBritish1</train>
    <train row="0" page="19" column="3">ypConsulateRonin</train>
    <train row="0" page="19" column="2">ypConsulateNinja</train>
    <train row="0" page="19" column="0">ypConsulateYamabushi</train>
    <train row="0" page="19" column="1">ypConsulateShinobi</train>
    <train row="0" page="19" column="1">ypConsulateArmySPCChinese1</train>
    <train row="0" page="19" column="2">ypConsulateArmySPCChinese2</train>
    <train row="0" page="19" column="3">ypConsulateArmySPCChinese3</train>
    <train row="0" page="19" column="1">ypConsulateArmySPCIndian1</train>
    <train row="0" page="19" column="2">ypConsulateArmySPCIndian2</train>
    <train row="0" page="19" column="3">ypConsulateArmySPCIndian3</train>
    <train row="0" page="19" column="1">ypConsulateArmySPCJapanese1</train>
    <train row="0" page="19" column="2">ypConsulateArmySPCJapanese2</train>
    <train row="0" page="19" column="3">ypConsulateArmySPCJapanese3</train>
    <tech row="0" page="20" column="2">ypBigSequesterGermans</tech>
    <tech row="0" page="21" column="1">ypConsulateOttomansInfantrySpeed</tech>
    <tech row="0" page="20" column="2">ypBigSequesterOttomans</tech>
    <tech row="0" page="20" column="2">ypBigSequesterPortuguese</tech>
    <tech row="0" page="21" column="2">ypConsulateGermansCoinTrickle</tech>
    <tech row="0" page="21" column="1">ypConsulateGermansWoodTrickle</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSPCDutch</tech>
    <tech row="0" page="21" column="2">ypConsulateOttomansGunpowderSiege</tech>
    <tech row="0" page="20" column="2">ypBigSequester</tech>
    <tech row="0" page="20" column="2">ypBigSequesterBritish</tech>
    <tech row="0" page="20" column="2">ypBigSequesterDutch</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSpanish</tech>
    <tech row="0" page="21" column="0">ypConsulateGermansFoodTrickle</tech>
    <tech row="0" page="21" column="3">ypConsulateFrenchBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulateOttomansBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulateDutchBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulateBritishBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulateGermansBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulatePortugueseBrigade</tech>
    <tech row="0" page="21" column="3">ypConsulateSpanishBrigade</tech>
    <tech row="0" page="1" column="2">Howitzer</tech>
    <tech row="0" page="21" column="1">ypConsulateDutchSaloonWagon</tech>
    <tech row="0" page="21" column="2">ypConsulatePortugueseExpeditionaryFleet</tech>
    <tech row="0" page="21" column="1">ypConsulatePortugueseExplorationFleet</tech>
    <tech row="0" page="21" column="1">ypConsulateRussianFortWagon</tech>
    <tech row="0" page="21" column="0">ypConsulateOttomansSettlerCombat</tech>
    <tech row="0" page="21" column="0">ypConsulatePortugueseFishingFleet</tech>
    <tech row="0" page="21" column="1">ypConsulateSpanishEnhancedProfits</tech>
    <tech row="0" page="1" column="0">FieldGun</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSPCIndia</tech>
    <tech row="0" page="21" column="0">ypConsulateSpanishFasterShipments</tech>
    <tech row="0" page="21" column="2">ypConsulateSpanishMercantilism</tech>
    <tech row="0" page="21" column="2">ypConsulateDutchArsenalWagon</tech>
    <tech row="0" page="21" column="2">ypConsulateRussianFactoryWagon</tech>
    <tech row="0" page="21" column="0">ypConsulateRussianOutpostWagon</tech>
    <tech row="0" page="21" column="1">ypConsulateFrenchWoodCrates</tech>
    <tech row="0" page="21" column="1">ypConsulateBritishRogersRangers</tech>
    <tech row="0" page="21" column="0">ypConsulateBritishRedcoats</tech>
    <tech row="0" page="21" column="2">ypConsulateBritishLifeGuards</tech>
    <tech row="0" page="21" column="0">ypConsulateFrenchFoodCrates</tech>
    <tech row="0" page="21" column="2">ypConsulateFrenchCoinCrates</tech>
    <tech row="0" page="21" column="0">ypConsulateDutchChurchWagon</tech>
    <tech row="0" page="18" column="0">ypPickConsulateTech</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSPCJapan</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSPCChina</tech>
    <tech row="0" page="21" column="0">ypConsulateJapaneseMilitaryRickshaw</tech>
    <tech row="0" page="20" column="2">ypBigSequesterJapanese</tech>
    <tech row="0" page="20" column="2">ypBigSequesterFrench</tech>
    <tech row="0" page="20" column="2">ypBigSequesterRussians</tech>
    <tech row="0" page="20" column="2">ypBigSequesterSPCPortuguese</tech>
    <tech row="0" page="21" column="3">ypConsulateRussianBrigade</tech>
    <tech row="0" page="21" column="1">ypConsulateJapaneseMasterTraining</tech>
    <tech row="0" page="21" column="3">ypConsulateJapaneseMeijiRestoration</tech>
    <tech row="0" page="21" column="2">ypConsulateJapaneseKoujou</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">TacticTax0</command>
    <command page="9" column="2">TacticTax10</command>
    <command page="9" column="1">TacticTax5</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>consulate.tactics</tactics>
  </unit>
  <unit id="923" name="ypStableJapanese">
    <dbid>1350</dbid>
    <displaynameid>60216</displaynameid>
    <editornameid>60217</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\stable\stable.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\stables\stables_icon.png</icon>
    <portraiticon>resources\art\buildings\stables\stables_portrait.png</portraiticon>
    <rollovertextid>60215</rollovertextid>
    <shortrollovertextid>60214</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractStables</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <train row="0" page="0" column="0">ypNaginataRider</train>
    <train row="0" page="0" column="1">ypYabusame</train>
    <train row="0" page="0" column="3">ypMercYojimbo</train>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <tech row="0" page="1" column="1">YPExaltedYabusame</tech>
    <tech row="0" page="1" column="0">YPDisciplinedNaginataRider</tech>
    <tech row="0" page="1" column="0">YPExaltedNaginataRider</tech>
    <tech row="0" page="1" column="0">YPHonoredNaginataRider</tech>
    <tech row="0" page="1" column="1">YPHonoredYabusame</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <notcontain>AbstractMonk</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="924" name="ypSacredField">
    <dbid>1351</dbid>
    <displaynameid>60220</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\sacred_field\sacred_field.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>livestockpen</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\sacred_field\sacredfield_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\sacred_field\sacredfield_icon_portrait.png</portraiticon>
    <rollovertextid>60219</rollovertextid>
    <shortrollovertextid>60218</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>10.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>2</buildlimit>
    <bounty>125.0000</bounty>
    <buildbounty>63.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <carrycapacity resourcetype="XP">100.0000</carrycapacity>
    <initialresource resourcetype="XP">999.0000</initialresource>
    <resourcesubtype>XP</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>XP</unittype>
    <train row="0" page="0" column="0">ypSacredCow</train>
    <tech row="0" page="1" column="5">SelectiveBreeding</tech>
    <tech row="0" page="1" column="0">ypLivestockHoliness</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>UnlimitedSupply</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <tactics>sacredfield.tactics</tactics>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">8.000000</rate>
    </protoaction>
  </unit>
  <unit id="925" name="ypVillage">
    <dbid>1353</dbid>
    <displaynameid>60227</displaynameid>
    <editornameid>60228</editornameid>
    <populationcapaddition>20</populationcapaddition>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\village\village.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\village\chinese_village_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\village\chinese_village_icon_portrait.png</portraiticon>
    <rollovertextid>60226</rollovertextid>
    <shortrollovertextid>60225</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>19.0000</buildpoints>
    <buildlimit>6</buildlimit>
    <bounty>76.0000</bounty>
    <buildbounty>38.0000</buildbounty>
    <cost resourcetype="Wood">190.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>5</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractTownCenter</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Food</unittype>
    <train row="0" page="0" column="6">ypWokouArmy</train>
    <train row="0" page="0" column="0">xpAenna</train>
    <train row="0" page="0" column="2">xpMusketWarrior</train>
    <train row="0" page="0" column="1">xpTomahawk</train>
    <train row="0" page="0" column="0">xpCoyoteMan</train>
    <train row="0" page="0" column="1">xpMacehualtin</train>
    <train row="0" page="0" column="2">xpPumaMan</train>
    <train row="0" page="0" column="0">xpColonialMilitia</train>
    <train row="0" page="0" column="0">xpWarBow</train>
    <train row="0" page="0" column="1">xpWarClub</train>
    <train row="0" page="0" column="2">xpWarRifle</train>
    <train row="0" page="0" column="0">xpSPCColonialMilitia</train>
    <train row="0" page="0" column="0">Musketeer</train>
    <train row="0" page="0" column="1">Skirmisher</train>
    <train row="0" page="0" column="5">ypMandarinArmy</train>
    <train row="0" page="0" column="0">ypGoat</train>
    <train row="0" page="0" column="0">deCarolean</train>
    <tech row="0" page="1" column="1">ypVillagePopCapIncrease3</tech>
    <tech row="0" page="1" column="1">ypVillagePopCapIncrease</tech>
    <tech row="0" page="2" column="0">BigWarHutLacrosse</tech>
    <tech row="0" page="1" column="0">ChampionWarBows</tech>
    <tech row="0" page="1" column="2">ChampionWarRifles</tech>
    <tech row="0" page="1" column="0">EliteCoyotemen</tech>
    <tech row="0" page="1" column="0">EliteWarBows</tech>
    <tech row="0" page="1" column="1">ChampionWarClubs</tech>
    <tech row="0" page="1" column="0">ChampionCoyotemen</tech>
    <tech row="0" page="1" column="0">EliteAennas</tech>
    <tech row="0" page="1" column="1">EliteTomahawks</tech>
    <tech row="0" page="1" column="1">ChampionTomahawk</tech>
    <tech row="0" page="2" column="0">BigWarHutBarometz</tech>
    <tech row="0" page="1" column="1">ChampionMacehualtins</tech>
    <tech row="0" page="1" column="1">EliteWarClubs</tech>
    <tech row="0" page="1" column="2">ElitePumaMen</tech>
    <tech row="0" page="1" column="2">ChampionMusketWarriors</tech>
    <tech row="0" page="2" column="0">BigWarHutWarDrums</tech>
    <tech row="0" page="1" column="2">ChampionPumaMen</tech>
    <tech row="0" page="1" column="0">ChampionAennas</tech>
    <tech row="0" page="1" column="1">EliteMacehualtins</tech>
    <tech row="0" page="1" column="5">SelectiveBreeding</tech>
    <tech row="0" page="1" column="1">ypVillagePopCapIncrease2</tech>
    <tech row="0" page="1" column="1">ypVillagePopCapIncrease4</tech>
    <flag>AllowAutoGarrison</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="6">SetUnitAsHomeCityGatherPoint</command>
    <command page="0" column="4">ypIrregulars</command>
    <command page="0" column="3">ypPeasants</command>
    <tactics>village.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>5.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="926" name="ypWarAcademy">
    <dbid>1354</dbid>
    <displaynameid>60231</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\war_academy\war_academy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\war_academy\china_waracademy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\war_academy\china_waracademy_icon_portrait.png</portraiticon>
    <rollovertextid>60230</rollovertextid>
    <shortrollovertextid>60229</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>34.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="0">ypOldHanArmy</train>
    <train row="0" page="0" column="1">ypStandardArmy</train>
    <train row="0" page="0" column="2">ypMingArmy</train>
    <train row="0" page="0" column="5">ypImperialArmy</train>
    <train row="0" page="0" column="4">ypForbiddenArmy</train>
    <train row="0" page="0" column="3">ypTerritorialArmy</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Strelet</train>
    <train row="0" page="0" column="3">Halberdier</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <tech row="0" page="2" column="1">YPDisciplinedQiangPikeman</tech>
    <tech row="0" page="22" column="2">YPExaltedChangdao</tech>
    <tech row="0" page="2" column="1">YPHonoredQiangPikeman</tech>
    <tech row="0" page="22" column="0">YPDisciplinedSteppeRider</tech>
    <tech row="0" page="2" column="1">YPExaltedQiangPikeman</tech>
    <tech row="0" page="22" column="3">YPExaltedMeteorHammer</tech>
    <tech row="0" page="22" column="2">YPHonoredChangdao</tech>
    <tech row="0" page="22" column="3">YPHonoredMeteorHammer</tech>
    <tech row="0" page="1" column="0">VeteranStrelets</tech>
    <tech row="0" page="1" column="0">ImperialStrelets</tech>
    <tech row="0" page="1" column="0">GuardStrelets</tech>
    <tech row="0" page="2" column="0">YPDisciplinedChuKoNu</tech>
    <tech row="0" page="2" column="2">YPExaltedArquebusier</tech>
    <tech row="0" page="2" column="0">YPHonoredChuKoNu</tech>
    <tech row="0" page="2" column="3">YPExaltedIronFlail</tech>
    <tech row="0" page="2" column="0">YPExaltedChuKoNu</tech>
    <tech row="0" page="2" column="3">YPHonoredIronFlail</tech>
    <tech row="0" page="1" column="2">VeteranMusketeers</tech>
    <tech row="0" page="1" column="1">VeteranPikemen</tech>
    <tech row="0" page="1" column="1">GuardPikemen</tech>
    <tech row="0" page="1" column="1">ImperialPikemen</tech>
    <tech row="0" page="1" column="3">GuardHalberdiers</tech>
    <tech row="0" page="1" column="2">GuardMusketeers</tech>
    <tech row="0" page="1" column="3">ImperialHalberdiers</tech>
    <tech row="0" page="1" column="2">ImperialMusketeers</tech>
    <tech row="0" page="22" column="1">YPDisciplinedKeshik</tech>
    <tech row="0" page="22" column="1">YPExaltedKeshik</tech>
    <tech row="0" page="2" column="2">YPHonoredArquebusier</tech>
    <tech row="0" page="22" column="1">YPHonoredKeshik</tech>
    <tech row="0" page="22" column="0">YPExaltedSteppeRider</tech>
    <tech row="0" page="22" column="0">YPHonoredSteppeRider</tech>
    <tech row="0" page="1" column="2">VeteranCaroleans</tech>
    <tech row="0" page="1" column="2">GuardCaroleans</tech>
    <tech row="0" page="1" column="2">ImperialCaroleans</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="927" name="ypBarracksJapanese">
    <dbid>1356</dbid>
    <displaynameid>60237</displaynameid>
    <editornameid>62920</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\bansho\bansho.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\barracks\japan_barracks_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\barracks\japan_barracks_icon_portrait.png</portraiticon>
    <rollovertextid>60236</rollovertextid>
    <shortrollovertextid>60235</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Musketeer</train>
    <train row="0" page="0" column="4">Janissary</train>
    <train row="0" page="0" column="5">Cacadore</train>
    <train row="0" page="0" column="5">Skirmisher</train>
    <train row="0" page="0" column="2">Boneguard</train>
    <train row="0" page="0" column="2">BoneguardAge2</train>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <train row="0" page="0" column="5">MercRonin</train>
    <train row="0" page="0" column="4">deCarolean</train>
    <tech row="0" page="1" column="2">YPDisciplinedSamurai</tech>
    <tech row="0" page="1" column="2">YPHonoredSamurai</tech>
    <tech row="0" page="1" column="2">YPExaltedSamurai</tech>
    <tech row="0" page="1" column="0">YPExaltedYumi</tech>
    <tech row="0" page="1" column="2">ImperialEspada</tech>
    <tech row="0" page="1" column="4">VeteranMusketeers</tech>
    <tech row="0" page="1" column="5">ImperialNeedleGun</tech>
    <tech row="0" page="1" column="5">GuardSkirmishers</tech>
    <tech row="0" page="1" column="0">VeteranCrossbowmen</tech>
    <tech row="0" page="1" column="0">GuardCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialOrdinanceBesteiro</tech>
    <tech row="0" page="1" column="2">RGNassausLinearTactics</tech>
    <tech row="0" page="1" column="5">GuardCacadores</tech>
    <tech row="0" page="1" column="5">RGVoltigeur</tech>
    <tech row="0" page="1" column="1">VeteranPikemen</tech>
    <tech row="0" page="1" column="1">GuardPikemen</tech>
    <tech row="0" page="1" column="1">ImperialPikemen</tech>
    <tech row="0" page="1" column="2">GuardHalberdiers</tech>
    <tech row="0" page="1" column="0">ImperialLongbowmen</tech>
    <tech row="0" page="1" column="5">ImperialSkirmishers</tech>
    <tech row="0" page="1" column="5">ImperialVoltigeur</tech>
    <tech row="0" page="1" column="1">ImperialTercio</tech>
    <tech row="0" page="1" column="1">ImperialDalkarl</tech>
    <tech row="0" page="1" column="5">ImperialCacadores</tech>
    <tech row="0" page="1" column="4">ImperialMusketeers</tech>
    <tech row="0" page="1" column="2">VeteranRodeleros</tech>
    <tech row="0" page="1" column="2">VeteranDopplesoldners</tech>
    <tech row="0" page="1" column="0">GuardLongbowmen</tech>
    <tech row="0" page="1" column="4">GuardMusketeers</tech>
    <tech row="0" page="1" column="4">RGRedcoats</tech>
    <tech row="0" page="1" column="2">GuardRodeleros</tech>
    <tech row="0" page="1" column="1">RGTercio</tech>
    <tech row="0" page="1" column="1">RGDalkarl</tech>
    <tech row="0" page="1" column="4">RGGuerreiros</tech>
    <tech row="0" page="1" column="2">ImperialDopplesoldner</tech>
    <tech row="0" page="1" column="2">ImperialHalberdiers</tech>
    <tech row="0" page="1" column="4">ImperialJanissaries</tech>
    <tech row="0" page="1" column="4">VeteranJanissaries</tech>
    <tech row="0" page="1" column="4">ImperialGuerreiros</tech>
    <tech row="0" page="1" column="2">GuardDopplesoldners</tech>
    <tech row="0" page="1" column="5">RGPrussianNeedleGun</tech>
    <tech row="0" page="1" column="0">VeteranLongbowmen</tech>
    <tech row="0" page="1" column="4">GuardJanissaries</tech>
    <tech row="0" page="1" column="2">RGEspadachins</tech>
    <tech row="0" page="1" column="2">ImperialNassauers</tech>
    <tech row="0" page="1" column="4">ImperialRedcoat</tech>
    <tech row="0" page="1" column="0">YPHonoredYumi</tech>
    <tech row="0" page="1" column="1">YPHonoredAshigaru</tech>
    <tech row="0" page="1" column="1">YPExaltedAshigaru</tech>
    <tech row="0" page="1" column="1">YPDisciplinedAshigaru</tech>
    <tech row="0" page="1" column="0">YPDisciplinedYumi</tech>
    <tech row="0" page="1" column="4">VeteranCaroleans</tech>
    <tech row="0" page="1" column="4">GuardCaroleans</tech>
    <tech row="0" page="1" column="4">ImperialCaroleans</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="928" name="ypSettlerAsian">
    <dbid>1358</dbid>
    <displaynameid>60245</displaynameid>
    <editornameid>60246</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\villager\peasant_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\villager\peasant_icon_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>60244</rollovertextid>
    <shortrollovertextid>60243</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="15">NativeEmbassy</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="CommunityPlaza">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="ypMonastery">1.000000</rate>
      <rate type="AbstractWonder">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="CommunityPlaza">0.100000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="deFurTrade">0.600000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="929" name="ypHouseIndian">
    <dbid>1360</dbid>
    <displaynameid>60276</displaynameid>
    <editornameid>60277</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\house_indian\house_indian.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\house_indian\house_indian_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\house_indian\house_indian_icon_portrait.png</portraiticon>
    <rollovertextid>60275</rollovertextid>
    <shortrollovertextid>60274</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>28.0000</bounty>
    <buildbounty>14.0000</buildbounty>
    <cost resourcetype="Wood">70.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>house.tactics</tactics>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">5.000000</rate>
    </protoaction>
  </unit>
  <unit id="930" name="ypFlameThrower">
    <dbid>1374</dbid>
    <displaynameid>60333</displaynameid>
    <editornameid>60334</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.2500</maxvelocity>
    <maxrunvelocity>6.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\chinese\flame_thrower\flame_thrower.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\chinese\flame_thrower\flame_thrower_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\flame_thrower\flame_thrower_icon_portrait.png</portraiticon>
    <rollovertextid>60332</rollovertextid>
    <shortrollovertextid>60331</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>34.0000</bounty>
    <buildbounty>34.0000</buildbounty>
    <cost resourcetype="Wood">170.0000</cost>
    <cost resourcetype="Gold">170.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.6500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>flamethrower.tactics</tactics>
    <protoaction>
      <name>FlameAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>10.000000</maxrange>
      <rof>0.500000</rof>
      <damagecap>35.000000</damagecap>
      <damagebonus type="AbstractInfantry">6.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">4.000000</damagebonus>
      <damagebonus type="Ship">6.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.600000</damagebonus>
      <damagebonus type="AbstractCavalry">0.800000</damagebonus>
    </protoaction>
  </unit>
  <unit id="931" name="YPBarracksIndian">
    <dbid>1378</dbid>
    <displaynameid>60376</displaynameid>
    <editornameid>60377</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\barracks\barracks.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\barracks\india_barracks_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\barracks\india_barracks_icon_portrait.png</portraiticon>
    <rollovertextid>60375</rollovertextid>
    <shortrollovertextid>60374</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractBarracks2</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Rodelero</train>
    <train row="0" page="0" column="2">Dopplesoldner</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Musketeer</train>
    <train row="0" page="0" column="4">Janissary</train>
    <train row="0" page="0" column="5">Cacadore</train>
    <train row="0" page="0" column="5">Skirmisher</train>
    <train row="0" page="0" column="2">Boneguard</train>
    <train row="0" page="0" column="2">BoneguardAge2</train>
    <train row="0" page="0" column="1">ypUrumi</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="1">ypSepoy</train>
    <train row="0" page="0" column="2">ypNatMercGurkha</train>
    <train row="0" page="0" column="4">deCarolean</train>
    <tech row="0" page="1" column="0">YPDisciplinedRajput</tech>
    <tech row="0" page="1" column="0">YPHonoredRajput</tech>
    <tech row="0" page="1" column="2">ImperialEspada</tech>
    <tech row="0" page="1" column="4">VeteranMusketeers</tech>
    <tech row="0" page="1" column="1">YPExaltedSepoy</tech>
    <tech row="0" page="1" column="0">VeteranLongbowmen</tech>
    <tech row="0" page="1" column="4">GuardJanissaries</tech>
    <tech row="0" page="1" column="2">RGEspadachins</tech>
    <tech row="0" page="1" column="2">ImperialNassauers</tech>
    <tech row="0" page="1" column="4">ImperialRedcoat</tech>
    <tech row="0" page="1" column="5">ImperialNeedleGun</tech>
    <tech row="0" page="1" column="5">GuardSkirmishers</tech>
    <tech row="0" page="1" column="0">VeteranCrossbowmen</tech>
    <tech row="0" page="1" column="0">GuardCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialCrossbowmen</tech>
    <tech row="0" page="1" column="0">ImperialOrdinanceBesteiro</tech>
    <tech row="0" page="1" column="2">RGNassausLinearTactics</tech>
    <tech row="0" page="1" column="5">GuardCacadores</tech>
    <tech row="0" page="1" column="5">RGVoltigeur</tech>
    <tech row="0" page="1" column="1">VeteranPikemen</tech>
    <tech row="0" page="1" column="1">GuardPikemen</tech>
    <tech row="0" page="1" column="1">ImperialPikemen</tech>
    <tech row="0" page="1" column="2">GuardHalberdiers</tech>
    <tech row="0" page="1" column="4">VeteranJanissaries</tech>
    <tech row="0" page="1" column="2">VeteranRodeleros</tech>
    <tech row="0" page="1" column="2">VeteranDopplesoldners</tech>
    <tech row="0" page="1" column="0">GuardLongbowmen</tech>
    <tech row="0" page="1" column="4">GuardMusketeers</tech>
    <tech row="0" page="1" column="4">RGRedcoats</tech>
    <tech row="0" page="1" column="2">GuardRodeleros</tech>
    <tech row="0" page="1" column="1">RGTercio</tech>
    <tech row="0" page="1" column="1">RGDalkarl</tech>
    <tech row="0" page="1" column="2">ImperialHalberdiers</tech>
    <tech row="0" page="1" column="4">ImperialJanissaries</tech>
    <tech row="0" page="1" column="0">ImperialLongbowmen</tech>
    <tech row="0" page="1" column="5">ImperialSkirmishers</tech>
    <tech row="0" page="1" column="5">ImperialVoltigeur</tech>
    <tech row="0" page="1" column="1">ImperialTercio</tech>
    <tech row="0" page="1" column="1">ImperialDalkarl</tech>
    <tech row="0" page="1" column="5">ImperialCacadores</tech>
    <tech row="0" page="1" column="4">ImperialMusketeers</tech>
    <tech row="0" page="1" column="4">RGGuerreiros</tech>
    <tech row="0" page="1" column="2">ImperialDopplesoldner</tech>
    <tech row="0" page="1" column="4">ImperialGuerreiros</tech>
    <tech row="0" page="1" column="2">GuardDopplesoldners</tech>
    <tech row="0" page="1" column="5">RGPrussianNeedleGun</tech>
    <tech row="0" page="1" column="2">YPExaltedGurkha</tech>
    <tech row="0" page="1" column="2">YPDisciplinedGurkha</tech>
    <tech row="0" page="1" column="2">YPHonoredGurkha</tech>
    <tech row="0" page="1" column="0">YPExaltedRajput</tech>
    <tech row="0" page="1" column="1">YPHonoredSepoy</tech>
    <tech row="0" page="1" column="1">YPDisciplinedSepoy</tech>
    <tech row="0" page="1" column="4">VeteranCaroleans</tech>
    <tech row="0" page="1" column="4">GuardCaroleans</tech>
    <tech row="0" page="1" column="4">ImperialCaroleans</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>barracks.tactics</tactics>
  </unit>
  <unit id="932" name="YPDockAsian">
    <dbid>1379</dbid>
    <displaynameid>60380</displaynameid>
    <editornameid>60381</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>buildings\asian_civs\dock\dock.xml</animfile>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>dock</physicsinfo>
    <placementfile>dock.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\dock\india_dock_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\dock\india_dock_icon_potrait.png</portraiticon>
    <rollovertextid>60379</rollovertextid>
    <shortrollovertextid>60378</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>34.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>80.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractDock</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="6">ypMarathanCatamaran</train>
    <train row="0" page="0" column="6">ypWokouJunk</train>
    <train row="0" page="0" column="0">FishingBoat</train>
    <train row="0" page="0" column="1">Caravel</train>
    <train row="0" page="0" column="2">Galleon</train>
    <train row="0" page="0" column="3">Frigate</train>
    <train row="0" page="0" column="4">Monitor</train>
    <train row="0" page="0" column="5">SPCFireship</train>
    <train row="0" page="0" column="2">Fluyt</train>
    <train row="0" page="0" column="6">Canoe</train>
    <train row="0" page="0" column="7">xpWarCanoe</train>
    <train row="0" page="0" column="8">xpTlalocCanoe</train>
    <train row="0" page="0" column="2">ypWarJunk</train>
    <train row="0" page="0" column="1">Galley</train>
    <train row="0" page="0" column="1">ypFireship</train>
    <train row="0" page="0" column="3">ypFuchuan</train>
    <train row="0" page="0" column="1">ypFune</train>
    <train row="0" page="0" column="2">ypAtakabune</train>
    <train row="0" page="0" column="3">ypTekkousen</train>
    <train row="0" page="0" column="0">ypFishingBoatAsian</train>
    <tech row="0" page="1" column="3">YPExaltedTekkousen</tech>
    <tech row="0" page="1" column="3">YPExaltedFuchuan</tech>
    <tech row="0" page="1" column="3">ypImperialManOWar</tech>
    <tech row="0" page="1" column="4">ypImperialMonitors</tech>
    <tech row="0" page="1" column="4">ImperialMonitors</tech>
    <tech row="0" page="1" column="0">GillNets</tech>
    <tech row="0" page="1" column="0">LongLines</tech>
    <tech row="0" page="2" column="0">BigDockFlamingArrows</tech>
    <tech row="0" page="2" column="0">BigDockRawhideCovers</tech>
    <tech row="0" page="2" column="0">BigDockCipactli</tech>
    <tech row="0" page="1" column="1">ArmorPlating</tech>
    <tech row="0" page="1" column="2">Carronade</tech>
    <tech row="0" page="1" column="2">PercussionLocks</tech>
    <tech row="0" page="1" column="5">ShipHowitzers</tech>
    <tech row="0" page="2" column="0">deBigDockTotora</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>DontFlattenGround</flag>
    <flag>TieToWaterSurface</flag>
    <flag>SnapPlacement</flag>
    <flag>HasGatherPoint</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <contain>Canoe</contain>
    <contain>xpTlalocCanoe</contain>
    <contain>xpWarCanoe</contain>
    <contain>FishingBoat</contain>
    <contain>ypFishingBoatAsian</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>dock.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>32.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="Ship">10.000000</rate>
    </protoaction>
  </unit>
  <unit id="933" name="YPLivestockPenAsian">
    <dbid>1380</dbid>
    <displaynameid>60384</displaynameid>
    <editornameid>60385</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\livestock_pen\livestock_pen.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>livestockpen</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\livestock pen\livestock_pen_icon.png</icon>
    <portraiticon>resources\art\buildings\livestock pen\livestock_pen_portrait.png</portraiticon>
    <rollovertextid>60383</rollovertextid>
    <shortrollovertextid>60382</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>10.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Food</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>ColonyBuilding</unittype>
    <train row="0" page="0" column="0">Sheep</train>
    <tech row="0" page="1" column="5">SelectiveBreeding</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
  </unit>
  <unit id="934" name="YPOutpostAsian">
    <dbid>1382</dbid>
    <displaynameid>60392</displaynameid>
    <editornameid>60393</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon_portrait.png</portraiticon>
    <rollovertextid>60391</rollovertextid>
    <shortrollovertextid>60390</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>70.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractOutpost</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="1" column="1">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command>CancelNativeDance</command>
    <command>StartNativeDance</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="935" name="YPCoveredWagonAsian">
    <dbid>1383</dbid>
    <displaynameid>60396</displaynameid>
    <editornameid>60397</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\s</minimapicon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>60395</rollovertextid>
    <shortrollovertextid>60394</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="936" name="YPVillageWagon">
    <dbid>1384</dbid>
    <displaynameid>60402</displaynameid>
    <editornameid>60403</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>60401</rollovertextid>
    <shortrollovertextid>60400</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">ypVillage</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypVillage">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="937" name="ypWokou">
    <dbid>1385</dbid>
    <displaynameid>60536</displaynameid>
    <editornameid>60537</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait.png</portraiticon>
    <rollovertextid>60535</rollovertextid>
    <shortrollovertextid>60534</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>9.0000</bounty>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorHandInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="938" name="YPPetTiger">
    <dbid>1388</dbid>
    <displaynameid>60749</displaynameid>
    <editornameid>60750</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\tiger\tiger.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\tiger\tiger_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\tiger\tiger_icon_portrait.png</portraiticon>
    <rollovertextid>60748</rollovertextid>
    <shortrollovertextid>60747</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>22.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">135.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
  </unit>
  <unit id="939" name="YPPetRhino">
    <dbid>1389</dbid>
    <displaynameid>60753</displaynameid>
    <editornameid>60754</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\rhino\rhino.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\rhino\rhino_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\rhino\rhino_icon_portrait.png</portraiticon>
    <rollovertextid>60752</rollovertextid>
    <shortrollovertextid>60751</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Food">250.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="940" name="ypMercIronTroop">
    <dbid>1391</dbid>
    <displaynameid>60771</displaynameid>
    <editornameid>60772</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\iron_troop\iron_troop.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_portrait.png</portraiticon>
    <rollovertextid>60770</rollovertextid>
    <shortrollovertextid>60769</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="941" name="ypMercFlailiphant">
    <dbid>1392</dbid>
    <displaynameid>60775</displaynameid>
    <editornameid>60776</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\flail_elephant\flail_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\mercenaries\flail_elephant\flail_elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\flail_elephant\flail_elephant_icon_portrait.png</portraiticon>
    <rollovertextid>60774</rollovertextid>
    <shortrollovertextid>60773</shortrollovertextid>
    <initialhitpoints>325.0000</initialhitpoints>
    <maxhitpoints>325.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>43.0000</trainpoints>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Food">125.0000</cost>
    <cost resourcetype="Gold">125.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractHandElephant</unittype>
    <unittype>AbstractMercFlailiphant</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>flailElephant.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>80.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.500000</rof>
      <damagecap>130.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>28.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>28.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
      <damagebonus type="AbstractArtillery">4.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="942" name="ypNatRattanShield">
    <dbid>1395</dbid>
    <displaynameid>60787</displaynameid>
    <editornameid>60788</editornameid>
    <populationcount>0</populationcount>
    <subciv>Shaolin</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\rattan_shield\rattan_shield.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon.png</icon>
    <portraiticon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon_portrait.png</portraiticon>
    <rollovertextid>60786</rollovertextid>
    <shortrollovertextid>60785</shortrollovertextid>
    <initialhitpoints>185.0000</initialhitpoints>
    <maxhitpoints>185.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>16</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="943" name="ypYamabushi">
    <dbid>1396</dbid>
    <displaynameid>60791</displaynameid>
    <editornameid>60792</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\yamabushi\yamabushi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\yamabushi\yamabushi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\yamabushi\yamabushi_icon_portrait.png</portraiticon>
    <rollovertextid>60790</rollovertextid>
    <shortrollovertextid>60789</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Food">45.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="944" name="ypNatTigerClaw">
    <dbid>1398</dbid>
    <displaynameid>60799</displaynameid>
    <editornameid>60800</editornameid>
    <populationcount>0</populationcount>
    <subciv>Bhakti</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\tiger_claw\tiger_claw.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\tiger_claw\tiger_claw_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\tiger_claw\Tiger_claw_icon_portrait.png</portraiticon>
    <rollovertextid>60798</rollovertextid>
    <shortrollovertextid>60797</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>18</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>18.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="945" name="ypNatConquistador">
    <dbid>1399</dbid>
    <displaynameid>60803</displaynameid>
    <editornameid>60804</editornameid>
    <populationcount>0</populationcount>
    <subciv>Jesuit</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\conquistador\conquistador_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\natives\conquistador\conquistador_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\conquistador\conquistador_icon_portrait.png</portraiticon>
    <rollovertextid>60802</rollovertextid>
    <shortrollovertextid>60801</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">70.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalryAccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="946" name="ypSepoy">
    <dbid>1400</dbid>
    <displaynameid>60807</displaynameid>
    <editornameid>60808</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\sepoy\sepoy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\sepoy\sepoy_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\sepoy\sepoy_icon_portrait.png</portraiticon>
    <rollovertextid>60806</rollovertextid>
    <shortrollovertextid>60805</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">30.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractSepoy</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="947" name="ypNatChakram">
    <dbid>1401</dbid>
    <displaynameid>60811</displaynameid>
    <editornameid>60812</editornameid>
    <populationcount>0</populationcount>
    <subciv>Udasi</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\chakram\chakram.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\chakram\chakram_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\chakram\chakram_icon_portrait.png</portraiticon>
    <rollovertextid>60810</rollovertextid>
    <shortrollovertextid>60809</shortrollovertextid>
    <initialhitpoints>165.0000</initialhitpoints>
    <maxhitpoints>165.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>ypChakram</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractGrenadier</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>chakram.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="948" name="ypNatWarElephant">
    <dbid>1402</dbid>
    <displaynameid>60815</displaynameid>
    <editornameid>60816</editornameid>
    <populationcount>0</populationcount>
    <subciv>Sufi</subciv>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\war_elephant\war_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\natives\war_elephant\war_elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\war_elephant\war_elephant_icon_portrait.png</portraiticon>
    <rollovertextid>60814</rollovertextid>
    <shortrollovertextid>60813</shortrollovertextid>
    <initialhitpoints>425.0000</initialhitpoints>
    <maxhitpoints>425.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>28.0000</bounty>
    <buildbounty>28.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <cost resourcetype="Wood">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandElephant</unittype>
    <unittype>AbstractElephant</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>warelephant.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>72.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagearea>2.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
  </unit>
  <unit id="949" name="ypMercYojimbo">
    <dbid>1403</dbid>
    <displaynameid>60819</displaynameid>
    <editornameid>60820</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.8000</maxvelocity>
    <maxrunvelocity>8.8000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\yojimbo\yojimbo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon_portrait.png</portraiticon>
    <rollovertextid>60818</rollovertextid>
    <shortrollovertextid>60817</shortrollovertextid>
    <initialhitpoints>540.0000</initialhitpoints>
    <maxhitpoints>540.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>yojimbo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="950" name="ypPetKomodoDragon">
    <dbid>1409</dbid>
    <displaynameid>60863</displaynameid>
    <editornameid>60864</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\monitor_lizard\monitor_lizard.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\monitor_lizard\monitor_lizard_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\monitor_lizard\monitor_lizard_icon_portrait.png</portraiticon>
    <rollovertextid>60862</rollovertextid>
    <shortrollovertextid>60861</shortrollovertextid>
    <initialhitpoints>95.0000</initialhitpoints>
    <maxhitpoints>95.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>17.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">110.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="951" name="YPRicePaddyWagon">
    <dbid>1411</dbid>
    <displaynameid>60904</displaynameid>
    <editornameid>60905</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\orchard_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_portrait.png</portraiticon>
    <rollovertextid>60903</rollovertextid>
    <shortrollovertextid>60902</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">ypRicePaddy</train>
    <train row="0" page="6" column="0">Mill</train>
    <train row="0" page="6" column="0">Farm</train>
    <train row="0" page="6" column="1">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypRicePaddy">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="952" name="ypAtakabune">
    <dbid>1419</dbid>
    <displaynameid>61064</displaynameid>
    <editornameid>61065</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\atakabune\atakabune.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\atakabune\atakebune_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\atakabune\atakebune_icon_portrait.png</portraiticon>
    <rollovertextid>61063</rollovertextid>
    <shortrollovertextid>61062</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractWarShip</unittype>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="2">Halberdier</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="4">Crossbowman</train>
    <train row="0" page="0" column="4">Crossbowman</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="0">Pikeman</train>
    <train row="0" page="0" column="0">Pikeman</train>
    <train row="0" page="0" column="1">Musketeer</train>
    <train row="0" page="0" column="1">Musketeer</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="9">Grenadier</train>
    <train row="0" page="0" column="2">ypAshigaru</train>
    <train row="0" page="0" column="3">ypKensei</train>
    <train row="0" page="0" column="4">ypNaginataRider</train>
    <train row="0" page="0" column="5">ypYabusame</train>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="1">deCarolean</train>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="3">deBolasWarrior</train>
    <train row="0" page="0" column="4">deSlinger</train>
    <train row="0" page="0" column="5">deMaceman</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>fluyt.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>70.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="953" name="ypFune">
    <dbid>1421</dbid>
    <displaynameid>61072</displaynameid>
    <editornameid>61073</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>9.0000</maxvelocity>
    <maxrunvelocity>11.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\fune\fune_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\fune\fune_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\fune\fune_icon_portrait.png</portraiticon>
    <rollovertextid>61071</rollovertextid>
    <shortrollovertextid>61070</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>caravel.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.670000</rate>
      <rate type="AbstractWhale">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="954" name="ypFireship">
    <dbid>1422</dbid>
    <displaynameid>61076</displaynameid>
    <editornameid>61077</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>9.0000</maxvelocity>
    <maxrunvelocity>11.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\fire_ship\fire_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\fire_ship\fire_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\fire_ship\fire_ship_icon_portrait.png</portraiticon>
    <rollovertextid>61075</rollovertextid>
    <shortrollovertextid>61074</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>40.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWarShip</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fireship.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <damagecap>1500.000000</damagecap>
      <damagebonus type="Building">2.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="955" name="ypSocketJesuit">
    <dbid>1423</dbid>
    <displaynameid>61086</displaynameid>
    <editornameid>61087</editornameid>
    <subciv>Jesuit</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\jesuit_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_jesuit_site_icon_portrait.png</portraiticon>
    <rollovertextid>61085</rollovertextid>
    <shortrollovertextid>61084</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="956" name="ypSocketZen">
    <dbid>1424</dbid>
    <displaynameid>61090</displaynameid>
    <editornameid>61091</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\zen_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_zen_site_icon_portrait.png</portraiticon>
    <rollovertextid>61089</rollovertextid>
    <shortrollovertextid>61088</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="957" name="ypSocketBhakti">
    <dbid>1425</dbid>
    <displaynameid>61094</displaynameid>
    <editornameid>61095</editornameid>
    <subciv>Bhakti</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\bhakti_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_bhakti_site_icon_portrait.png</portraiticon>
    <rollovertextid>61093</rollovertextid>
    <shortrollovertextid>61092</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="958" name="ypSocketUdasi">
    <dbid>1426</dbid>
    <displaynameid>61098</displaynameid>
    <editornameid>61099</editornameid>
    <subciv>Udasi</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\udasi_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_udasi_site_icon_portrait.png</portraiticon>
    <rollovertextid>61097</rollovertextid>
    <shortrollovertextid>61096</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="959" name="ypSocketShaolin">
    <dbid>1427</dbid>
    <displaynameid>61102</displaynameid>
    <editornameid>61103</editornameid>
    <subciv>Shaolin</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\shaolin_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_shaolin_site_icon_portrait.png</portraiticon>
    <rollovertextid>61101</rollovertextid>
    <shortrollovertextid>61100</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Socket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="960" name="ypSocketSufi">
    <dbid>1428</dbid>
    <displaynameid>61106</displaynameid>
    <editornameid>61107</editornameid>
    <subciv>Sufi</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\sufi_outpost_socket.xml</animfile>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\native_sufi_site_icon_portrait.png</portraiticon>
    <rollovertextid>61105</rollovertextid>
    <shortrollovertextid>61104</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="961" name="ypNatMercGurkha">
    <dbid>1430</dbid>
    <displaynameid>61271</displaynameid>
    <editornameid>61272</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\gurkha\gurkha.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\gurkha\gurkha_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\gurkha\gurkha_icon_portrait.png</portraiticon>
    <rollovertextid>61270</rollovertextid>
    <shortrollovertextid>61269</shortrollovertextid>
    <initialhitpoints>115.0000</initialhitpoints>
    <maxhitpoints>115.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">70.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractGurkha</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="962" name="ypArsenalWagon">
    <dbid>1433</dbid>
    <displaynameid>61363</displaynameid>
    <editornameid>61364</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\factory_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\factory_wagon_portrait.png</portraiticon>
    <rollovertextid>61362</rollovertextid>
    <shortrollovertextid>61361</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">ypArsenalAsian</train>
    <train row="0" page="6" column="0">Arsenal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Arsenal">3.000000</rate>
      <rate type="ypArsenalAsian">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="963" name="ypBankAsian">
    <dbid>1434</dbid>
    <displaynameid>61368</displaynameid>
    <editornameid>61369</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\bank\bank.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\bank\bank_icon.png</icon>
    <portraiticon>resources\art\buildings\bank\bank_portrait.png</portraiticon>
    <rollovertextid>61367</rollovertextid>
    <shortrollovertextid>61366</shortrollovertextid>
    <initialhitpoints>4000.0000</initialhitpoints>
    <maxhitpoints>4000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>30.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>280.0000</bounty>
    <buildbounty>140.0000</buildbounty>
    <cost resourcetype="Food">350.0000</cost>
    <cost resourcetype="Wood">350.0000</cost>
    <initialresource resourcetype="Gold">10.0000</initialresource>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractBank</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Gold">2.750000</rate>
    </protoaction>
  </unit>
  <unit id="964" name="ypArsenalAsian">
    <dbid>1435</dbid>
    <displaynameid>61372</displaynameid>
    <editornameid>61373</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\arsenal\arsenal.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\arsenal\arsenal_icon.png</icon>
    <portraiticon>resources\art\buildings\arsenal\arsenal_portrait.png</portraiticon>
    <rollovertextid>61371</rollovertextid>
    <shortrollovertextid>61370</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>100.0000</bounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindOtherMilitaryBuilding</unittype>
    <tech row="0" page="2" column="1">Bayonet</tech>
    <tech row="0" page="2" column="0">Rifling</tech>
    <tech row="0" page="2" column="0">InfantryBreastplate</tech>
    <tech row="0" page="4" column="0">CavalryCuirass</tech>
    <tech row="0" page="5" column="1">GunnersQuadrant</tech>
    <tech row="0" page="5" column="2">HeatedShot</tech>
    <tech row="0" page="4" column="1">Caracole</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="965" name="ypTradeCart">
    <dbid>1436</dbid>
    <displaynameid>61376</displaynameid>
    <editornameid>61377</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\japanese\trade_cart\trade_cart.xml</animfile>
    <icon>resources\art\units\asians\shared\rickshaw\rickshaw2_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\rickshaw2_icon_portrait.png</portraiticon>
    <rollovertextid>61375</rollovertextid>
    <shortrollovertextid>61374</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <trainpoints>30.0000</trainpoints>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>RailroadUnit</unittype>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="966" name="ypNatMercChakram">
    <dbid>1437</dbid>
    <displaynameid>61382</displaynameid>
    <editornameid>61383</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\chakram\chakram.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\chakram\chakram_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\chakram\chakram_icon_portrait.png</portraiticon>
    <rollovertextid>61381</rollovertextid>
    <shortrollovertextid>61380</shortrollovertextid>
    <initialhitpoints>165.0000</initialhitpoints>
    <maxhitpoints>165.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>ypChakram</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>11</buildlimit>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>chakram.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>10.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="967" name="ypNatMercConquistador">
    <dbid>1438</dbid>
    <displaynameid>61386</displaynameid>
    <editornameid>61387</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\conquistador\conquistador_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\natives\conquistador\conquistador_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\conquistador\conquistador_icon_portrait.png</portraiticon>
    <rollovertextid>61385</rollovertextid>
    <shortrollovertextid>61384</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">70.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalryAccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="968" name="ypNatMercRattanShield">
    <dbid>1439</dbid>
    <displaynameid>61390</displaynameid>
    <editornameid>61391</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\rattan_shield\rattan_shield.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon.png</icon>
    <portraiticon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon_portrait.png</portraiticon>
    <rollovertextid>61389</rollovertextid>
    <shortrollovertextid>61388</shortrollovertextid>
    <initialhitpoints>185.0000</initialhitpoints>
    <maxhitpoints>185.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Wood">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="969" name="ypNatMercTigerClaw">
    <dbid>1440</dbid>
    <displaynameid>61394</displaynameid>
    <editornameid>61395</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\tiger_claw\tiger_claw.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\tiger_claw\tiger_claw_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\tiger_claw\Tiger_claw_icon_portrait.png</portraiticon>
    <rollovertextid>61393</rollovertextid>
    <shortrollovertextid>61392</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>36</buildlimit>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Wood">50.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>MercType1</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>18.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="970" name="ypNatMercWarElephant">
    <dbid>1443</dbid>
    <displaynameid>61418</displaynameid>
    <editornameid>61419</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\war_elephant\war_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\natives\war_elephant\war_elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\war_elephant\war_elephant_icon_portrait.png</portraiticon>
    <rollovertextid>61417</rollovertextid>
    <shortrollovertextid>61416</shortrollovertextid>
    <initialhitpoints>425.0000</initialhitpoints>
    <maxhitpoints>425.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>6</buildlimit>
    <bounty>28.0000</bounty>
    <buildbounty>28.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <cost resourcetype="Wood">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractHandElephant</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>warelephant.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>72.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagearea>2.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractInfantry">1.750000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyInfantry">0.570000</damagebonus>
    </protoaction>
  </unit>
  <unit id="971" name="ypShrineJapanese">
    <dbid>1444</dbid>
    <displaynameid>61446</displaynameid>
    <editornameid>61447</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\shrine\shrine.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\shrine\shrine_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\shrine\shrine_icon_portrait.png</portraiticon>
    <rollovertextid>61445</rollovertextid>
    <shortrollovertextid>61444</shortrollovertextid>
    <legacyhotkeycontext>ShrineAccel</legacyhotkeycontext>
    <initialhitpoints>1600.0000</initialhitpoints>
    <maxhitpoints>1600.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Wood">125.0000</cost>
    <carrycapacity resourcetype="Food">999.0000</carrycapacity>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>4</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>AbstractShrine</unittype>
    <unittype>AbstractTypeHuntableMagnet</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <tech row="0" page="1" column="0">ypShrineFortressUpgrade</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>UnlimitedSupply</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="3">TacticXPShrine</command>
    <command page="9" column="0">TacticFood</command>
    <command page="9" column="1">TacticWood</command>
    <command page="9" column="2">TacticCoin</command>
    <tactics>shrine.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.140000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.340000</rate>
    </protoaction>
  </unit>
  <unit id="972" name="ypWaterBuffalo">
    <dbid>1445</dbid>
    <displaynameid>61609</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\water_buffalo\water_buffalo.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\water_buffalo\water_buffalo_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\water_buffalo\water_buffalo_icon_portrait.png</portraiticon>
    <rollovertextid>61608</rollovertextid>
    <shortrollovertextid>61607</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">80.0000</cost>
    <carrycapacity resourcetype="Food">500.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Herdable</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.250000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">1.000000</rate>
      <rate type="Farm">1.000000</rate>
      <rate type="ypVillage">1.000000</rate>
      <rate type="YPLivestockPenAsian">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.140000</rate>
    </protoaction>
  </unit>
  <unit id="973" name="ypWokouJunk">
    <dbid>1446</dbid>
    <displaynameid>61666</displaynameid>
    <editornameid>61667</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\wokou_junk\wokou_junk.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\wokou_junk\wokou_junk_icon.png</icon>
    <portraiticon>resources\art\units\asians\naval\wokou_junk\wokou_junk_icon_portrait.png</portraiticon>
    <rollovertextid>61665</rollovertextid>
    <shortrollovertextid>61664</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>38.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Gold">800.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>MercType5</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <train row="0" page="0" column="1">ypWokouWaywardRonin</train>
    <train row="0" page="0" column="2">ypWokouBlindMonk</train>
    <train row="0" page="0" column="0">ypWokouPirate</train>
    <train row="0" page="0" column="5">ypPetOrangutan</train>
    <train row="0" page="0" column="3">ypWokouWanderingHorseman</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="0">Abilities</command>
    <tactics>privateer.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>23.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="974" name="ypWokouWanderingHorseman">
    <dbid>1447</dbid>
    <displaynameid>61680</displaynameid>
    <editornameid>61681</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait.png</portraiticon>
    <rollovertextid>61679</rollovertextid>
    <shortrollovertextid>61678</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>70.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">180.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="975" name="ypWanderingHorseman">
    <dbid>1449</dbid>
    <displaynameid>61688</displaynameid>
    <editornameid>61689</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>10.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait.png</portraiticon>
    <rollovertextid>61687</rollovertextid>
    <shortrollovertextid>61686</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wanderingHorseman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <projectile>Arrow</projectile>
    </protoaction>
  </unit>
  <unit id="976" name="ypBlindMonk">
    <dbid>1451</dbid>
    <displaynameid>61696</displaynameid>
    <editornameid>61697</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\blind_monk\blind_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_portrait.png</portraiticon>
    <rollovertextid>61695</rollovertextid>
    <shortrollovertextid>61694</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorMonk.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="977" name="ypWokouBlindMonk">
    <dbid>1452</dbid>
    <displaynameid>61700</displaynameid>
    <editornameid>61701</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\blind_monk\blind_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_portrait.png</portraiticon>
    <rollovertextid>61699</rollovertextid>
    <shortrollovertextid>61698</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>33.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouMonk.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="978" name="ypPetOrangutan">
    <dbid>1456</dbid>
    <displaynameid>61716</displaynameid>
    <editornameid>61717</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\orangutan\orangutan.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\orangutan\orangutan_icon.png</icon>
    <portraiticon>resources\art\units\animals\orangutan\orangutan_icon_portrait.png</portraiticon>
    <rollovertextid>61715</rollovertextid>
    <shortrollovertextid>61714</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="979" name="ypTreeAshoka">
    <dbid>1458</dbid>
    <displaynameid>61724</displaynameid>
    <editornameid>61725</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_ashoka.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>61723</rollovertextid>
    <shortrollovertextid>61722</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="980" name="ypGoat">
    <dbid>1459</dbid>
    <displaynameid>61752</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\goat\goat.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\goat\goat_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\goat\goat_icon_portrait.png</portraiticon>
    <rollovertextid>61751</rollovertextid>
    <shortrollovertextid>61750</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">300.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Herdable</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.090000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">0.750000</rate>
      <rate type="Farm">0.750000</rate>
      <rate type="ypVillage">0.750000</rate>
      <rate type="YPLivestockPenAsian">0.750000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.160000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.110000</rate>
    </protoaction>
  </unit>
  <unit id="981" name="ypSiegeElephant">
    <dbid>1460</dbid>
    <displaynameid>61755</displaynameid>
    <editornameid>61756</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>4.5000</turnrate>
    <animfile>units\asians\indians\siege_elephant\siege_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\siege_elephant\siege_elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\siege_elephant\siege_elephant_icon_portrait.png</portraiticon>
    <rollovertextid>61754</rollovertextid>
    <shortrollovertextid>61753</shortrollovertextid>
    <initialhitpoints>700.0000</initialhitpoints>
    <maxhitpoints>700.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractSiegeElephant</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>siegeelephant2.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">10.000000</damagebonus>
      <damagebonus type="Ship">8.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="982" name="ypTreeEucalyptus">
    <dbid>1461</dbid>
    <displaynameid>61884</displaynameid>
    <editornameid>61885</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_eucalyptus.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>61883</rollovertextid>
    <shortrollovertextid>61882</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="983" name="ypTreeDeccan">
    <dbid>1462</dbid>
    <displaynameid>61954</displaynameid>
    <editornameid>61955</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_deccan.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>61953</rollovertextid>
    <shortrollovertextid>61952</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="984" name="YPCastleWagon">
    <dbid>1465</dbid>
    <displaynameid>61993</displaynameid>
    <editornameid>61994</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\castle_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_castle_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_castle_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>61992</rollovertextid>
    <shortrollovertextid>61991</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <train row="0" page="6" column="0">ypCastle</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypCastle">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="985" name="YPDojoWagon">
    <dbid>1466</dbid>
    <displaynameid>61997</displaynameid>
    <editornameid>61998</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\misc_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>61996</rollovertextid>
    <shortrollovertextid>61995</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="0" column="0">ypDojo</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypDojo">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="986" name="ypShinobiHorse">
    <dbid>1467</dbid>
    <displaynameid>62005</displaynameid>
    <editornameid>62006</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.8000</maxvelocity>
    <maxrunvelocity>6.8000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\shinobi\shinobi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\shinobi\shinobi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shinobi\shinobi_icon_portrait.png</portraiticon>
    <rollovertextid>62004</rollovertextid>
    <shortrollovertextid>62003</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Gold">85.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>MercType2</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>shinobi.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="987" name="ypWokouPirate">
    <dbid>1468</dbid>
    <displaynameid>62056</displaynameid>
    <editornameid>62057</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait.png</portraiticon>
    <rollovertextid>62055</rollovertextid>
    <shortrollovertextid>62054</shortrollovertextid>
    <initialhitpoints>165.0000</initialhitpoints>
    <maxhitpoints>165.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>23.0000</bounty>
    <buildbounty>23.0000</buildbounty>
    <cost resourcetype="Gold">115.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>54.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>27.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="988" name="ypMeteorHammer">
    <dbid>1471</dbid>
    <displaynameid>62086</displaynameid>
    <editornameid>62087</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\meteor_hammer\meteor_hammer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\chinese\meteor_hammer\meteor_hammer_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\meteor_hammer\meteor_hammer_icon_portrait.png</portraiticon>
    <rollovertextid>62085</rollovertextid>
    <shortrollovertextid>62084</shortrollovertextid>
    <initialhitpoints>217.0000</initialhitpoints>
    <maxhitpoints>217.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">175.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>5.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>5.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>5.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>76.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="989" name="ypOldHanArmy">
    <dbid>1472</dbid>
    <displaynameid>62090</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\asians\chinese\standard_army\standard_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\standard_army\standard_army_icon_portrait.png</portraiticon>
    <rollovertextid>71147</rollovertextid>
    <shortrollovertextid>62088</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>25.0000</trainpoints>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Food">255.0000</cost>
    <cost resourcetype="Gold">130.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="990" name="ypImperialArmy">
    <dbid>1473</dbid>
    <displaynameid>62094</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\territorial_army\territorial_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\territorial_army\territorial_army_icon_portrait.png</portraiticon>
    <rollovertextid>71148</rollovertextid>
    <shortrollovertextid>62092</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>29.0000</trainpoints>
    <bounty>74.0000</bounty>
    <buildbounty>74.0000</buildbounty>
    <cost resourcetype="Food">480.0000</cost>
    <cost resourcetype="Gold">255.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="991" name="ypForbiddenArmy">
    <dbid>1474</dbid>
    <displaynameid>62098</displaynameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</animfile>
    <icon>resources\art\units\asians\chinese\mongolian_army\mongolian_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\mongolian_army\mongolian_army_icon_portrait.png</portraiticon>
    <rollovertextid>71146</rollovertextid>
    <shortrollovertextid>62096</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>33.0000</trainpoints>
    <bounty>83.0000</bounty>
    <buildbounty>83.0000</buildbounty>
    <cost resourcetype="Food">480.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="992" name="ypTerritorialArmy">
    <dbid>1475</dbid>
    <displaynameid>62102</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\chinese\forbidden_army\forbidden_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\forbidden_army\forbidden_army_icon_portrait.png</portraiticon>
    <rollovertextid>71144</rollovertextid>
    <shortrollovertextid>62100</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>29.0000</trainpoints>
    <bounty>54.0000</bounty>
    <buildbounty>54.0000</buildbounty>
    <cost resourcetype="Food">285.0000</cost>
    <cost resourcetype="Gold">255.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="993" name="YPPetPanda">
    <dbid>1476</dbid>
    <displaynameid>62167</displaynameid>
    <editornameid>62168</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\panda\panda.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\panda\panda_icon.png</icon>
    <portraiticon>resources\art\units\animals\panda\panda_icon_portrait.png</portraiticon>
    <rollovertextid>62166</rollovertextid>
    <shortrollovertextid>62165</shortrollovertextid>
    <initialhitpoints>350.0000</initialhitpoints>
    <maxhitpoints>350.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>28.0000</bounty>
    <buildbounty>28.0000</buildbounty>
    <cost resourcetype="Food">275.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">5.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">5.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">5.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="994" name="ypMercJatLancer">
    <dbid>1479</dbid>
    <displaynameid>62185</displaynameid>
    <editornameid>62186</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\jat_lancer\jat_lancer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait.png</portraiticon>
    <rollovertextid>62184</rollovertextid>
    <shortrollovertextid>62183</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="995" name="ypFugitiveDacoit">
    <dbid>1480</dbid>
    <displaynameid>62189</displaynameid>
    <editornameid>62190</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait.png</portraiticon>
    <rollovertextid>62188</rollovertextid>
    <shortrollovertextid>62187</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractDacoit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="996" name="ypDacoit">
    <dbid>1481</dbid>
    <displaynameid>62193</displaynameid>
    <editornameid>62194</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait.png</portraiticon>
    <rollovertextid>62192</rollovertextid>
    <shortrollovertextid>62191</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractDacoit</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="997" name="ypWarJunk">
    <dbid>1484</dbid>
    <displaynameid>62205</displaynameid>
    <editornameid>62206</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\war_junk\war_junk.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\war_junk\war_junk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\war_junk\war_junk_icon_portrait.png</portraiticon>
    <rollovertextid>62204</rollovertextid>
    <shortrollovertextid>62203</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>caravel.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.670000</rate>
      <rate type="AbstractWhale">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="998" name="ypSaiga">
    <dbid>1485</dbid>
    <displaynameid>62291</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\saiga\saiga.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\saiga\saiga_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\saiga\saiga_icon_portrait.png</portraiticon>
    <rollovertextid>62290</rollovertextid>
    <shortrollovertextid>62289</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>0.0000</trainpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="999" name="ypNativeTempleUdasi">
    <dbid>1486</dbid>
    <displaynameid>62297</displaynameid>
    <editornameid>62298</editornameid>
    <subciv>Udasi</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\udasi_temple.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1000" name="ypNativeTempleBhakti">
    <dbid>1487</dbid>
    <displaynameid>62299</displaynameid>
    <editornameid>62300</editornameid>
    <subciv>Bhakti</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\bhakti_temple.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1001" name="YPNuggetBoat">
    <dbid>1488</dbid>
    <displaynameid>62353</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\abandoned_cabin\abandoned_cabin.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62352</rollovertextid>
    <shortrollovertextid>62351</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1002" name="ypRickshaw">
    <dbid>1489</dbid>
    <displaynameid>62403</displaynameid>
    <editornameid>62404</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\shared\rickshaw\rickshaw.xml</animfile>
    <icon>resources\art\units\asians\shared\villager\indian_peasant_icon_portrait.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\rickshaw1_icon_portrait.png</portraiticon>
    <rollovertextid>62402</rollovertextid>
    <shortrollovertextid>62401</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <trainpoints>30.0000</trainpoints>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unattackable</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1003" name="YPSPCCoinWagon">
    <dbid>1490</dbid>
    <displaynameid>62437</displaynameid>
    <editornameid>62438</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\spc\coin_wagon_asian\coin_wagon_asian.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\spc\coin_wagon_asian\coin_wagon_asian_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\coin_wagon_asian\coin_wagon_asian_portrait.png</portraiticon>
    <rollovertextid>62436</rollovertextid>
    <shortrollovertextid>62435</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>60.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1004" name="YPSPCRiderlessElephant">
    <dbid>1491</dbid>
    <displaynameid>62442</displaynameid>
    <editornameid>62443</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\riderless_elephant\spc_riderless_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\riderless_elephant\rampaging_elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\riderless_elephant\rampaging_elephant_icon_portrait.png</portraiticon>
    <rollovertextid>62441</rollovertextid>
    <shortrollovertextid>62440</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>monstertruck.tactics</tactics>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>1200.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>3000.000000</damagecap>
      <damagearea>6.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1005" name="YPSPCTreasureShip">
    <dbid>1492</dbid>
    <displaynameid>62446</displaynameid>
    <editornameid>62447</editornameid>
    <obstructionradiusx>9.5000</obstructionradiusx>
    <obstructionradiusz>9.5000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\asians\spc\treasure_ship\spc_treasure_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_portrait.png</portraiticon>
    <selectionpriority>0</selectionpriority>
    <rollovertextid>62445</rollovertextid>
    <shortrollovertextid>62444</shortrollovertextid>
    <initialhitpoints>6000.0000</initialhitpoints>
    <maxhitpoints>6000.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ShowTactics</flag>
    <flag>NotDeleteable</flag>
    <flag>Immoveable</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="5">Eject</command>
    <command page="9" column="2">TreasureShipCoin</command>
    <command page="9" column="0">TreasureShipFood</command>
    <command page="9" column="1">TreasureShipWood</command>
    <tactics>ypspctreasureship.tactics</tactics>
  </unit>
  <unit id="1006" name="YPSPCFixedGun">
    <dbid>1493</dbid>
    <displaynameid>62450</displaynameid>
    <editornameid>62451</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>buildings\spc\fixed_gun\fixed_gun.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\fixed_gun\fixed_gun_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fixed_gun\fixed_gun_portrait.png</portraiticon>
    <rollovertextid>62449</rollovertextid>
    <shortrollovertextid>62448</shortrollovertextid>
    <initialhitpoints>10000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>300.0000</bounty>
    <cost resourcetype="Gold">2000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>DontFlattenGround</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <tactics>SPCFixedGun.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>5.000000</minrange>
      <maxrange>30.000000</maxrange>
      <rof>7.000000</rof>
      <active>1</active>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>150.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>5.000000</minrange>
      <maxrange>30.000000</maxrange>
      <rof>6.000000</rof>
      <damagebonus type="SPCFountainOfYouth">0.500000</damagebonus>
      <active>1</active>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <numberprojectiles>1</numberprojectiles>
      <accuracy>0.990000</accuracy>
      <damagetype>Siege</damagetype>
      <minrange>5.000000</minrange>
      <damagebonus type="Building">2.000000</damagebonus>
      <active>1</active>
      <damagearea>3.000000</damagearea>
    </protoaction>
  </unit>
  <unit id="1007" name="ypNuggetDroppedCoinAsian">
    <dbid>1498</dbid>
    <displaynameid>62472</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\dropped_resource\dropped_coin_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1008" name="ypNuggetDroppedFoodAsian">
    <dbid>1499</dbid>
    <displaynameid>62473</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\dropped_resource\dropped_food_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1009" name="ypNuggetDroppedSuppliesAsian">
    <dbid>1500</dbid>
    <displaynameid>62474</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\dropped_resource\dropped_supplies_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1010" name="ypNuggetDroppedWoodAsian">
    <dbid>1501</dbid>
    <displaynameid>62475</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\dropped_resource\dropped_wood_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>Nugget</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1011" name="ypNuggetTreeAsian">
    <dbid>1503</dbid>
    <displaynameid>62481</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\tree\tree_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62480</rollovertextid>
    <shortrollovertextid>62479</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1012" name="ypShrineWagon">
    <dbid>1507</dbid>
    <displaynameid>62546</displaynameid>
    <editornameid>62547</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\misc_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>62545</rollovertextid>
    <shortrollovertextid>62544</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypShrineJapanese">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1013" name="ypLionTailedMacaque">
    <dbid>1510</dbid>
    <displaynameid>62638</displaynameid>
    <editornameid>62639</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\lion_tailed_macaque\lion_tailed_macaque.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\lion_tailed_macaque\Liontailed_Macaque_icon.png</icon>
    <portraiticon>resources\art\units\animals\lion_tailed_macaque\Liontailed_Macaque_icon_portrait.png</portraiticon>
    <rollovertextid>62637</rollovertextid>
    <shortrollovertextid>62636</shortrollovertextid>
    <initialhitpoints>65.0000</initialhitpoints>
    <maxhitpoints>65.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1014" name="ypNilgai">
    <dbid>1511</dbid>
    <displaynameid>62642</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\nilgai\nilgai.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\nilgai\nilgai_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\nilgai\nilgai_icon_portrait.png</portraiticon>
    <rollovertextid>62641</rollovertextid>
    <shortrollovertextid>62640</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1015" name="ypWildElephant">
    <dbid>1512</dbid>
    <displaynameid>62645</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\wild_elephant\wild_elephant.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\wild_elephant\elephant_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\wild_elephant\elephant_icon_portrait.png</portraiticon>
    <rollovertextid>62644</rollovertextid>
    <shortrollovertextid>62643</shortrollovertextid>
    <initialhitpoints>50.0000</initialhitpoints>
    <maxhitpoints>50.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <initialresource resourcetype="Food">1000.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>YPUsesExtraWorkerSlot</flag>
    <flag>Tracked</flag>
    <tactics>wildElephant.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="1016" name="ypRhino">
    <dbid>1513</dbid>
    <displaynameid>62648</displaynameid>
    <editornameid>62649</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\rhino\rhino.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\rhino\rhino_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\rhino\rhino_icon_portrait.png</portraiticon>
    <rollovertextid>62647</rollovertextid>
    <shortrollovertextid>62646</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>30.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1017" name="ypTiger">
    <dbid>1514</dbid>
    <displaynameid>62652</displaynameid>
    <editornameid>62653</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\tiger\tiger.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\tiger\tiger_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\tiger\tiger_icon_portrait.png</portraiticon>
    <rollovertextid>62651</rollovertextid>
    <shortrollovertextid>62650</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1018" name="ypWhiteTiger">
    <dbid>1515</dbid>
    <displaynameid>62656</displaynameid>
    <editornameid>62657</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\white_tiger\white_tiger.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\white_tiger\white_tiger_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\white_tiger\white_tiger_icon_portrait.png</portraiticon>
    <rollovertextid>62655</rollovertextid>
    <shortrollovertextid>62654</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1019" name="ypLion">
    <dbid>1516</dbid>
    <displaynameid>62660</displaynameid>
    <editornameid>62661</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\lion\lion.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\lion\lion_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\lion\lion_icon_portrait.png</portraiticon>
    <rollovertextid>62659</rollovertextid>
    <shortrollovertextid>62658</shortrollovertextid>
    <initialhitpoints>270.0000</initialhitpoints>
    <maxhitpoints>270.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1020" name="ypNuggetCaveAsian">
    <dbid>1517</dbid>
    <displaynameid>62664</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\cave\cave_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62663</rollovertextid>
    <shortrollovertextid>62662</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1021" name="ypNuggetRobberCamp">
    <dbid>1518</dbid>
    <displaynameid>62667</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\robber_camp\robber_camp.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62666</rollovertextid>
    <shortrollovertextid>62665</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1022" name="ypNuggetWagonAsian">
    <dbid>1519</dbid>
    <displaynameid>62668</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\wagon\nugget_wagon_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1023" name="ypNuggetAbandonedShrine">
    <dbid>1520</dbid>
    <displaynameid>62671</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine\abandoned_shrine.xml</animfile>
    <deadreplacement>ypBuildingRubbleShrineNugget</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62670</rollovertextid>
    <shortrollovertextid>62669</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1024" name="ypNuggetPolecat">
    <dbid>1521</dbid>
    <displaynameid>62672</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\polecat\polecat.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1025" name="ypIbex">
    <dbid>1526</dbid>
    <displaynameid>62721</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\ibex\ibex.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\ibex\ibex_icon.png</icon>
    <portraiticon>resources\art\units\animals\ibex\ibex_icon_portrait.png</portraiticon>
    <rollovertextid>62720</rollovertextid>
    <shortrollovertextid>62719</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1026" name="ypSerow">
    <dbid>1527</dbid>
    <displaynameid>62724</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\serow\serow.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\serow\serow_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\serow\serow_icon_portrait.png</portraiticon>
    <rollovertextid>62723</rollovertextid>
    <shortrollovertextid>62722</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>NatureClass</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1027" name="ypFishCatfish">
    <dbid>1528</dbid>
    <displaynameid>62727</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\catfish.xml</animfile>
    <icon>resources\art\units\animals\fish\catfish_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\fish\catfish_icon_portrait.png</portraiticon>
    <rollovertextid>62726</rollovertextid>
    <shortrollovertextid>62725</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1028" name="ypFishCarp">
    <dbid>1529</dbid>
    <displaynameid>62730</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\carp.xml</animfile>
    <icon>resources\art\units\animals\fish\carp_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\fish\carp_icon_portrait.png</portraiticon>
    <rollovertextid>62729</rollovertextid>
    <shortrollovertextid>62728</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>Resource</unittype>
    <unittype>Fish</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1029" name="ypYak">
    <dbid>1530</dbid>
    <displaynameid>62733</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\yak\yak.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\yak\yak_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\yak\yak_icon_portrait.png</portraiticon>
    <rollovertextid>62732</rollovertextid>
    <shortrollovertextid>62731</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">70.0000</cost>
    <carrycapacity resourcetype="Food">400.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Herdable</unittype>
    <unittype>Resource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.250000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">1.250000</rate>
      <rate type="Farm">1.250000</rate>
      <rate type="ypVillage">1.250000</rate>
      <rate type="YPLivestockPenAsian">1.250000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.130000</rate>
    </protoaction>
  </unit>
  <unit id="1030" name="ypMonitorLizard">
    <dbid>1531</dbid>
    <displaynameid>62736</displaynameid>
    <editornameid>62737</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\monitor_lizard\monitor_lizard.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\monitor_lizard\monitor_lizard_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\monitor_lizard\monitor_lizard_icon_portrait.png</portraiticon>
    <rollovertextid>62735</rollovertextid>
    <shortrollovertextid>62734</shortrollovertextid>
    <initialhitpoints>125.0000</initialhitpoints>
    <maxhitpoints>125.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1031" name="ypTibetanMacaque">
    <dbid>1532</dbid>
    <displaynameid>62740</displaynameid>
    <editornameid>62741</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\tibetan_macaque\tibetan_macaque.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\tibetan_macaque\Macaque_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\tibetan_macaque\Macaque_icon_portrait.png</portraiticon>
    <rollovertextid>62739</rollovertextid>
    <shortrollovertextid>62738</shortrollovertextid>
    <initialhitpoints>75.0000</initialhitpoints>
    <maxhitpoints>75.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1032" name="ypBlackPanther">
    <dbid>1533</dbid>
    <displaynameid>62744</displaynameid>
    <editornameid>62745</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\black_panther\black_panther.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\black_panther\black_panther_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\black_panther\black_panther_icon_portrait.png</portraiticon>
    <rollovertextid>62743</rollovertextid>
    <shortrollovertextid>62742</shortrollovertextid>
    <initialhitpoints>160.0000</initialhitpoints>
    <maxhitpoints>160.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>10.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1033" name="ypNuggetPirateAsian">
    <dbid>1534</dbid>
    <displaynameid>62752</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\pirate_asian\nugget_pirate_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62751</rollovertextid>
    <shortrollovertextid>62750</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1034" name="ypNuggetKidnapAsian">
    <dbid>1535</dbid>
    <displaynameid>62760</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\kidnap_asian\nugget_kidnap_asian.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62759</rollovertextid>
    <shortrollovertextid>62758</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1035" name="ypWokouWaywardRonin">
    <dbid>1536</dbid>
    <displaynameid>62781</displaynameid>
    <editornameid>62782</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait.png</portraiticon>
    <rollovertextid>62780</rollovertextid>
    <shortrollovertextid>62779</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>33.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>25.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1036" name="ypWaywardRonin">
    <dbid>1537</dbid>
    <displaynameid>62785</displaynameid>
    <editornameid>62786</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait.png</portraiticon>
    <rollovertextid>62784</rollovertextid>
    <shortrollovertextid>62783</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>12.0000</bounty>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Guardian</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorHandInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1037" name="ypWokouArmy">
    <dbid>1538</dbid>
    <displaynameid>62806</displaynameid>
    <populationcount>21</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\blind_monk\blind_monk.xml</animfile>
    <icon>resources\art\units\asians\chinese\wokou_army\wokou_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\wokou_army\wokou_army_icon_64.png</portraiticon>
    <rollovertextid>62805</rollovertextid>
    <shortrollovertextid>62804</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>35.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Food">405.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1038" name="ypMandarinArmy">
    <dbid>1540</dbid>
    <displaynameid>62814</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\iron_troop\iron_troop.xml</animfile>
    <icon>resources\art\units\asians\chinese\mandarin_army\mandarin_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\mandarin_army\mandarin_army_icon_64.png</portraiticon>
    <rollovertextid>62813</rollovertextid>
    <shortrollovertextid>62812</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>35.0000</trainpoints>
    <bounty>56.0000</bounty>
    <buildbounty>56.0000</buildbounty>
    <cost resourcetype="Gold">560.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1039" name="ypConsulateTercio">
    <dbid>1554</dbid>
    <displaynameid>62960</displaynameid>
    <editornameid>62961</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\pikeman\pikeman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\pikeman\pikeman_icon.png</icon>
    <portraiticon>resources\art\units\infantry\pikeman\pikeman_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>62959</rollovertextid>
    <shortrollovertextid>62958</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1040" name="ypConsulateRedcoat">
    <dbid>1555</dbid>
    <displaynameid>62964</displaynameid>
    <editornameid>62965</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\musketeer\musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <rollovertextid>62963</rollovertextid>
    <shortrollovertextid>62962</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1041" name="ypConsulateLifeGuard">
    <dbid>1556</dbid>
    <displaynameid>62968</displaynameid>
    <editornameid>62969</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\light_cavalry\light_cavalry_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\light_cavalry\light_cavalry_portrait.png</portraiticon>
    <rollovertextid>62967</rollovertextid>
    <shortrollovertextid>62966</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>122.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1042" name="ypNuggetAbandonedShrineJapanese">
    <dbid>1558</dbid>
    <displaynameid>62975</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine\abandoned_shrine_japanese.xml</animfile>
    <deadreplacement>ypBuildingRubbleShrineNuggetJapanese</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>62974</rollovertextid>
    <shortrollovertextid>62973</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1043" name="ypCastle">
    <dbid>1560</dbid>
    <displaynameid>62979</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\castle\castle.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\castle\China\chinese_castle_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\castle\China\chinese_castle_icon_portrait.png</portraiticon>
    <rollovertextid>62978</rollovertextid>
    <shortrollovertextid>62977</shortrollovertextid>
    <initialhitpoints>8000.0000</initialhitpoints>
    <maxhitpoints>8000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindFort</unittype>
    <train row="0" page="0" column="0">ypFlameThrower</train>
    <train row="0" page="0" column="0">ypFlamingArrow</train>
    <train row="0" page="0" column="1">ypHandMortar</train>
    <train row="0" page="0" column="1">ypMorutaru</train>
    <train row="0" page="0" column="0">ypMercFlailiphant</train>
    <train row="0" page="0" column="3">ypSiegeElephant</train>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <train row="0" page="0" column="4">ypMongolianArmy</train>
    <train row="0" page="0" column="3">ypBlackFlagArmy</train>
    <tech row="0" page="1" column="1">YPHonoredMorutaru</tech>
    <tech row="0" page="1" column="0">YPExaltedFlailElephant</tech>
    <tech row="0" page="1" column="1">YPExaltedMorutaru</tech>
    <tech row="0" page="1" column="0">YPDisciplinedFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlameThrower</tech>
    <tech row="0" page="1" column="1">YPExaltedSiegeElephant</tech>
    <tech row="0" page="1" column="0">YPHonoredFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlamingArrow</tech>
    <tech row="0" page="1" column="3">ypFortifiedCastle</tech>
    <tech row="0" page="1" column="3">ypFrontierCastle</tech>
    <tech row="0" page="1" column="0">YPHonoredFlamingArrow</tech>
    <tech row="0" page="1" column="1">YPExaltedHandMortar</tech>
    <tech row="0" page="1" column="0">YPHonoredFlailElephant</tech>
    <tech row="0" page="1" column="1">YPHonoredHandMortar</tech>
    <tech row="0" page="1" column="0">YPDisciplinedFlailElephant</tech>
    <tech row="0" page="1" column="1">YPHonoredSiegeElephant</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="9">SetUnitAsHomeCityGatherPoint</command>
    <tactics>castle.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>1.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1044" name="ypSnowLeopard">
    <dbid>1564</dbid>
    <displaynameid>63005</displaynameid>
    <editornameid>63006</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\snow_leopard\snow_leopard.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\snow_leopard\snow_leopard_icon.png</icon>
    <portraiticon>resources\art\units\animals\snow_leopard\snow_leopard_icon_portrait.png</portraiticon>
    <rollovertextid>63004</rollovertextid>
    <shortrollovertextid>63003</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>12.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1045" name="ypMonkIndian2">
    <dbid>1568</dbid>
    <displaynameid>63107</displaynameid>
    <editornameid>63108</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\monk\monk_elephant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\monk\indian_monk_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\indians\monk\indian_monk_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>63106</rollovertextid>
    <shortrollovertextid>63105</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>45.0000</bounty>
    <cost resourcetype="Gold">175.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractIndianMonk</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetCoyote</train>
    <train row="0" page="6" column="2">YPPetTiger</train>
    <train row="0" page="6" column="4">YPPetWhiteTiger</train>
    <train row="0" page="6" column="5">YPPetRhino</train>
    <train row="0" page="6" column="3">ypPetLion</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>CanAutoHeal</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ypindianmonk.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="WarHut">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
      <rate type="Corral">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <hitpercent>0.000000</hitpercent>
      <hitpercenttype>Sweep</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <hitpercent>0.000000</hitpercent>
      <hitpercenttype>Sweep</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>sweepDamage</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1046" name="ypMonkJapanese2">
    <dbid>1570</dbid>
    <displaynameid>63115</displaynameid>
    <editornameid>63116</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\monk\monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\japanese\monk\monk_icon.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\japanese\monk\monk_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>63114</rollovertextid>
    <shortrollovertextid>63113</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>45.0000</bounty>
    <cost resourcetype="Gold">175.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractJapaneseMonk</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">PetWolf</train>
    <train row="0" page="0" column="0">ypPetKomodoDragon</train>
    <train row="0" page="6" column="2">ypShrineJapanese</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>CanAutoHeal</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>ypjapanesemonk.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagetype>Hand</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagetype>Hand</damagetype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>SabotageAttack</name>
      <damage>1500.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="Hero">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="Hero">0.800000</damagebonus>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="Hero">0.800000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
    </protoaction>
  </unit>
  <unit id="1047" name="ypSettlerIndian">
    <dbid>1572</dbid>
    <displaynameid>63145</displaynameid>
    <editornameid>63146</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\villager\indian_peasant_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\villager\indian_peasant_icon_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>63144</rollovertextid>
    <shortrollovertextid>63143</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" column="1">Longhouse</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="15">Plantation</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="1" column="5">Bank</train>
    <train row="0" page="1" column="6">Church</train>
    <train row="0" page="1" column="7">Saloon</train>
    <train row="0" page="1" column="8">Capitol</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="15">NativeEmbassy</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settlerIndian.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="CommunityPlaza">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="ypMonastery">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Tree">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="CommunityPlaza">0.100000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="deFurTrade">0.600000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1048" name="ypTreeGinkgo">
    <dbid>1573</dbid>
    <displaynameid>63363</displaynameid>
    <editornameid>63364</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_ginkgo.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>63362</rollovertextid>
    <shortrollovertextid>63361</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1049" name="ypTreeBamboo">
    <dbid>1574</dbid>
    <displaynameid>63367</displaynameid>
    <editornameid>63368</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_bamboo.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>63366</rollovertextid>
    <shortrollovertextid>63365</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1050" name="ypTreeYellowRiver">
    <dbid>1575</dbid>
    <displaynameid>63371</displaynameid>
    <editornameid>63372</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_yellow_river.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>63370</rollovertextid>
    <shortrollovertextid>63369</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1051" name="ypNuggetAbandonedShrineChinese">
    <dbid>1576</dbid>
    <displaynameid>63375</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_shrine_chinese\abandoned_shrine_chinese.xml</animfile>
    <deadreplacement>ypBuildingRubbleShrineNuggetChinese</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>63374</rollovertextid>
    <shortrollovertextid>63373</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1052" name="ypMonkDisciple">
    <dbid>1589</dbid>
    <displaynameid>63454</displaynameid>
    <editornameid>63455</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\shaolin_disciple\monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\chinese\monk\shaolin_monk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\monk\shaolin_monk_icon_portrait.png</portraiticon>
    <rollovertextid>63453</rollovertextid>
    <shortrollovertextid>63452</shortrollovertextid>
    <initialhitpoints>80.0000</initialhitpoints>
    <maxhitpoints>80.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>7.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCoyoteMan</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <tech row="0" page="11" column="5">ypMonkMakeDisciple</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <command page="11" column="0">Abilities</command>
    <tactics>ypchinesedisciple.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>2.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="Guardian">1.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
      <hitpercent>10.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="Guardian">1.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
      <hitpercent>10.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="Guardian">1.200000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1053" name="ypConsulateJinete">
    <dbid>1591</dbid>
    <displaynameid>63504</displaynameid>
    <editornameid>63505</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\dragoon\dragoon_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\dragoon\dragoon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\dragoon\dragoon_portrait.png</portraiticon>
    <rollovertextid>63503</rollovertextid>
    <shortrollovertextid>63502</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1054" name="ypSPCMototada">
    <dbid>1592</dbid>
    <displaynameid>63530</displaynameid>
    <editornameid>63531</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\mototada\spc_mototada_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\mototada\mototada_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\mototada\mototada_icon_portrait.png</portraiticon>
    <rollovertextid>63529</rollovertextid>
    <shortrollovertextid>63528</shortrollovertextid>
    <initialhitpoints>1100.0000</initialhitpoints>
    <maxhitpoints>1100.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>ypspcmototada.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1055" name="ypSPCTokugawa">
    <dbid>1593</dbid>
    <displaynameid>63535</displaynameid>
    <editornameid>63536</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\tokugawa\spc_tokugawa_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\tokugawa\tokugawa_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\tokugawa\tokugawa_icon_portrait.png</portraiticon>
    <rollovertextid>63534</rollovertextid>
    <shortrollovertextid>63533</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="5">ypShinobiHorse</train>
    <train row="0" page="0" column="7">ypMorutaru</train>
    <train row="0" page="0" column="6">ypFlamingArrow</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <command page="11" column="10">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>ypspctokugawa.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>200.000000</damagecap>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>200.000000</damagecap>
      <hitpercent>25.000000</hitpercent>
      <hitpercenttype>KillingBlow</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1056" name="ypSPCKichiro">
    <dbid>1595</dbid>
    <displaynameid>63543</displaynameid>
    <editornameid>63544</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\kichiro\spc_kichiro_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\kichiro\kichiro_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\kichiro\kichiro_icon_portrait.png</portraiticon>
    <rollovertextid>63542</rollovertextid>
    <shortrollovertextid>63541</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>ypspckichiro.tactics</tactics>
    <protoaction>
      <name>BattleShadow</name>
      <damage>200.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagearea>2.000000</damagearea>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="Outpost">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1057" name="ypSPCJinhai">
    <dbid>1596</dbid>
    <displaynameid>63548</displaynameid>
    <editornameid>63549</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\jinhai\spc_jinhai.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\jinhai\jinhai_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\jinhai\jinhai_icon_portrait.png</portraiticon>
    <rollovertextid>63547</rollovertextid>
    <shortrollovertextid>63546</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>ypspcjinhai.tactics</tactics>
    <protoaction>
      <name>ArrowAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1058" name="ypSPCEdwardson">
    <dbid>1597</dbid>
    <displaynameid>63552</displaynameid>
    <editornameid>63553</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\edwardson\spc_edwardson_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_portrait.png</portraiticon>
    <rollovertextid>63551</rollovertextid>
    <shortrollovertextid>63550</shortrollovertextid>
    <initialhitpoints>1100.0000</initialhitpoints>
    <maxhitpoints>1100.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">ypSepoy</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>ypspcedwardson.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1059" name="ypSPCArsonist">
    <dbid>1598</dbid>
    <displaynameid>63556</displaynameid>
    <editornameid>63557</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\arsonist\spc_arsonist.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\arsonist\arsonist_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\arsonist\arsonist_icon_portrait.png</portraiticon>
    <rollovertextid>63555</rollovertextid>
    <shortrollovertextid>63554</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>TorchProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>arsonist.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>27.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>44.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>44.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1060" name="ypSPCNanib">
    <dbid>1599</dbid>
    <displaynameid>63560</displaynameid>
    <editornameid>63561</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\nanib\spc_nanib.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\nanib\nanib_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\nanib\nanib_icon_portrait.png</portraiticon>
    <rollovertextid>63559</rollovertextid>
    <shortrollovertextid>63558</shortrollovertextid>
    <initialhitpoints>850.0000</initialhitpoints>
    <maxhitpoints>850.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>ypspcnanib.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="Outpost">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>38.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1061" name="ypSPCHuang">
    <dbid>1600</dbid>
    <displaynameid>63564</displaynameid>
    <editornameid>63565</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\huang\spc_huang.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\huang\huang_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\huang\huang_icon_portrait.png</portraiticon>
    <rollovertextid>63563</rollovertextid>
    <shortrollovertextid>63562</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>ypspchuang.tactics</tactics>
    <protoaction>
      <name>ArrowAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>HeavenlyFireBomb</name>
      <damage>250.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Building">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HeavenlyTreeBomb</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Nature">10.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1062" name="ypSPCChen">
    <dbid>1601</dbid>
    <displaynameid>63568</displaynameid>
    <editornameid>63569</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\chen\spc_chen.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\chen\chen_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\chen\chen_icon_portrait.png</portraiticon>
    <rollovertextid>63567</rollovertextid>
    <shortrollovertextid>63566</shortrollovertextid>
    <initialhitpoints>1250.0000</initialhitpoints>
    <maxhitpoints>1250.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.8000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>ypspcchen.tactics</tactics>
    <protoaction>
      <name>BloodSmash</name>
      <damage>400.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
  </unit>
  <unit id="1063" name="ypIGCTokugawaFoot">
    <dbid>1603</dbid>
    <displaynameid>63600</displaynameid>
    <editornameid>63601</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\tokugawa\igc_tokugawa_foot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\tokugawa\tokugawa_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\tokugawa\tokugawa_icon_portrait.png</portraiticon>
    <rollovertextid>65554</rollovertextid>
    <shortrollovertextid>65555</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1064" name="ypIGCKichiroFoot">
    <dbid>1604</dbid>
    <displaynameid>63602</displaynameid>
    <editornameid>63603</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\kichiro\igc_kichiro_foot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\kichiro\kichiro_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\kichiro\kichiro_icon_portrait.png</portraiticon>
    <rollovertextid>65540</rollovertextid>
    <shortrollovertextid>65541</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1065" name="ypIGCMototadaHorse">
    <dbid>1605</dbid>
    <displaynameid>63604</displaynameid>
    <editornameid>63605</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\mototada\igc_mototada_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\mototada\mototada_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\mototada\mototada_icon_portrait.png</portraiticon>
    <rollovertextid>65547</rollovertextid>
    <shortrollovertextid>65549</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1066" name="ypIGCSamurai">
    <dbid>1606</dbid>
    <displaynameid>63606</displaynameid>
    <editornameid>63607</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\samurai\igc_samurai.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\japanese\samurai\samurai_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\samurai\samurai_icon_portrait.png</portraiticon>
    <rollovertextid>65933</rollovertextid>
    <shortrollovertextid>65934</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1067" name="ypNativeTempleZen">
    <dbid>1607</dbid>
    <displaynameid>63608</displaynameid>
    <editornameid>63609</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\zen_temple.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1068" name="ypNativeTempleShaolin">
    <dbid>1608</dbid>
    <displaynameid>63610</displaynameid>
    <editornameid>63611</editornameid>
    <subciv>Shaolin</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\shaolin_temple.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1069" name="ypFuchuan">
    <dbid>1609</dbid>
    <displaynameid>63614</displaynameid>
    <editornameid>63615</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\fuchuan\fuchuan_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\fuchuan\fuchuan_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\fuchuan\fuchuan_icon_portrait.png</portraiticon>
    <rollovertextid>63613</rollovertextid>
    <shortrollovertextid>63612</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>2</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Wood">450.0000</cost>
    <cost resourcetype="Gold">750.0000</cost>
    <maxcontained>75</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <train row="0" page="0" column="0">ypOldHanArmy</train>
    <train row="0" page="0" column="1">ypStandardArmy</train>
    <train row="0" page="0" column="2">ypMingArmy</train>
    <train row="0" page="0" column="3">ypTerritorialArmy</train>
    <train row="0" page="0" column="4">ypForbiddenArmy</train>
    <train row="0" page="0" column="5">ypImperialArmy</train>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="3">deBolasWarrior</train>
    <train row="0" page="0" column="4">deSlinger</train>
    <train row="0" page="0" column="5">deMaceman</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>90.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>180.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1070" name="ypNatMercSohei">
    <dbid>1610</dbid>
    <displaynameid>63619</displaynameid>
    <editornameid>63620</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.2500</maxvelocity>
    <maxrunvelocity>7.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\sohei\sohei.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\sohei\sohei_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\sohei\sohei_icon_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>63618</rollovertextid>
    <shortrollovertextid>63617</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">55.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>27.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>19.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1071" name="ypPropsJapaneseGarden">
    <dbid>1613</dbid>
    <displaynameid>63661</displaynameid>
    <editornameid>63662</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_props\japanese_garden\japanese_garden.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1072" name="ypMarcoPoloSheep">
    <dbid>1614</dbid>
    <displaynameid>63665</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\marco_polo_sheep\marco_polo_sheep.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\marco_polo_sheep\marco_polo_sheep_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\marco_polo_sheep\marco_polo_sheep_icon_portrait.png</portraiticon>
    <rollovertextid>63664</rollovertextid>
    <shortrollovertextid>63663</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1073" name="ypNuggetAbandonedTower">
    <dbid>1616</dbid>
    <displaynameid>63677</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\abandoned_tower\abandoned_tower.xml</animfile>
    <deadreplacement>ypBuildingRubbleTowerNugget</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>63676</rollovertextid>
    <shortrollovertextid>63675</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>Doppled</flag>
    <flag>Nugget</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1074" name="ypPetLion">
    <dbid>1618</dbid>
    <displaynameid>63684</displaynameid>
    <editornameid>63685</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\lion\lion.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\lion\lion_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\lion\lion_icon_portrait.png</portraiticon>
    <rollovertextid>63683</rollovertextid>
    <shortrollovertextid>63682</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>17.0000</bounty>
    <buildbounty>17.0000</buildbounty>
    <cost resourcetype="Food">170.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1075" name="YPPetWhiteTiger">
    <dbid>1620</dbid>
    <displaynameid>63692</displaynameid>
    <editornameid>63693</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\white_tiger\white_tiger.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\white_tiger\white_tiger_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\white_tiger\white_tiger_icon_portrait.png</portraiticon>
    <rollovertextid>63691</rollovertextid>
    <shortrollovertextid>63690</shortrollovertextid>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>13.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">1.200000</damagebonus>
      <damagebonus type="AbstractVillager">0.200000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1076" name="ypConsulateGuerreiros">
    <dbid>1622</dbid>
    <displaynameid>63705</displaynameid>
    <editornameid>63706</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\musketeer\musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <rollovertextid>63704</rollovertextid>
    <shortrollovertextid>63703</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1077" name="ypSnowMonkey">
    <dbid>1625</dbid>
    <displaynameid>63921</displaynameid>
    <editornameid>63922</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\snow_monkey\snow_monkey.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\snow_monkey\snowmonkey_icon.png</icon>
    <portraiticon>resources\art\units\animals\snow_monkey\snowmonkey_icon_portrait.png</portraiticon>
    <rollovertextid>63920</rollovertextid>
    <shortrollovertextid>63919</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>8.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1078" name="ypPanda">
    <dbid>1626</dbid>
    <displaynameid>63925</displaynameid>
    <editornameid>63926</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\panda\panda.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\panda\panda_icon.png</icon>
    <portraiticon>resources\art\units\animals\panda\panda_icon_portrait.png</portraiticon>
    <rollovertextid>63924</rollovertextid>
    <shortrollovertextid>63923</shortrollovertextid>
    <initialhitpoints>350.0000</initialhitpoints>
    <maxhitpoints>350.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1079" name="ypOrangutan">
    <dbid>1627</dbid>
    <displaynameid>63929</displaynameid>
    <editornameid>63930</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\orangutan\orangutan.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\orangutan\orangutan_icon.png</icon>
    <portraiticon>resources\art\units\animals\orangutan\orangutan_icon_portrait.png</portraiticon>
    <rollovertextid>63928</rollovertextid>
    <shortrollovertextid>63927</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>15.0000</bounty>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>AnimalGuardian</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1080" name="YPSPCAztecTemple">
    <dbid>1628</dbid>
    <displaynameid>63953</displaynameid>
    <editornameid>63954</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\aztec_temple\spc_aztec_temple.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_portrait.png</portraiticon>
    <rollovertextid>63952</rollovertextid>
    <shortrollovertextid>63951</shortrollovertextid>
    <initialhitpoints>4500.0000</initialhitpoints>
    <maxhitpoints>4500.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>150.0000</bounty>
    <cost resourcetype="Wood">600.0000</cost>
    <cost resourcetype="Gold">600.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <decay delay="60.0000" duration="60.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1081" name="ypKingsHill">
    <dbid>1636</dbid>
    <displaynameid>64128</displaynameid>
    <editornameid>64129</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\fort\fort.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\fort\fort_icon.png</icon>
    <minimapicon>ui\minimap\fort_star_16x16</minimapicon>
    <portraiticon>resources\art\buildings\fort\fort_portrait.png</portraiticon>
    <rollovertextid>64127</rollovertextid>
    <shortrollovertextid>64126</shortrollovertextid>
    <initialhitpoints>6500.0000</initialhitpoints>
    <maxhitpoints>6500.0000</maxhitpoints>
    <los>38.0000</los>
    <bounty>240.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractTownCenter</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindFort</unittype>
    <flag>Invulnerable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>StartingColonyBuilding</flag>
    <flag>ColonyPlacementCenter</flag>
    <flag>HasGatherPoint</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>Tracked</flag>
    <flag>NotDeleteable</flag>
    <tactics>ypkingshill.tactics</tactics>
  </unit>
  <unit id="1082" name="ypIGCTokugawaHorse">
    <dbid>1637</dbid>
    <displaynameid>64170</displaynameid>
    <editornameid>64171</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\tokugawa\igc_tokugawa_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\tokugawa\tokugawa_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\tokugawa\tokugawa_icon_portrait.png</portraiticon>
    <rollovertextid>65556</rollovertextid>
    <shortrollovertextid>65557</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1083" name="ypIGCShimaGeneral">
    <dbid>1638</dbid>
    <displaynameid>64172</displaynameid>
    <editornameid>64173</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\shima_general\igc_shima_general.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>65929</rollovertextid>
    <shortrollovertextid>65930</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1084" name="ypIGCShimaGeneralScene">
    <dbid>1639</dbid>
    <displaynameid>64174</displaynameid>
    <editornameid>64175</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\shima_general_scene\shima_general_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <rollovertextid>65931</rollovertextid>
    <shortrollovertextid>65932</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1085" name="ypIGCSamuraiFleeing">
    <dbid>1640</dbid>
    <displaynameid>64176</displaynameid>
    <editornameid>64177</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\samurai_fleeing\samurai_fleeing.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1086" name="ypIGCMototadaDeath">
    <dbid>1641</dbid>
    <displaynameid>64178</displaynameid>
    <editornameid>64179</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\mototada_death\mototada_death.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1087" name="ypPropsJapaneseCasualties">
    <dbid>1642</dbid>
    <displaynameid>64180</displaynameid>
    <editornameid>64181</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\spc\japanese_casualties\japanese_casualties.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1088" name="ypJapaneseRubble">
    <dbid>1643</dbid>
    <editornameid>64182</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_props\japanese_rubble\japanese_rubble_4x4.xml</animfile>
    <lifespan>10.0000</lifespan>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1089" name="ypPropsFog">
    <dbid>1644</dbid>
    <displaynameid>64183</displaynameid>
    <editornameid>64184</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\japanese_cinematic_fog.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>ObscuresUnits</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
    <flag>DoNotShowOnMiniMap</flag>
  </unit>
  <unit id="1090" name="ypIGCHuang">
    <dbid>1645</dbid>
    <displaynameid>64185</displaynameid>
    <editornameid>64186</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\huang\igc_huang.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\huang\huang_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\huang\huang_icon_portrait.png</portraiticon>
    <rollovertextid>65532</rollovertextid>
    <shortrollovertextid>65533</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1091" name="ypIGCJinhai">
    <dbid>1646</dbid>
    <displaynameid>64187</displaynameid>
    <editornameid>64188</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\jinhai\igc_jinhai.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\jinhai\jinhai_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\jinhai\jinhai_icon_portrait.png</portraiticon>
    <rollovertextid>65535</rollovertextid>
    <shortrollovertextid>65534</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1092" name="ypIGCChen">
    <dbid>1647</dbid>
    <displaynameid>64189</displaynameid>
    <editornameid>64190</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\chen\igc_chen.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\chen\chen_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\chen\chen_icon_portrait.png</portraiticon>
    <rollovertextid>65542</rollovertextid>
    <shortrollovertextid>65543</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1093" name="ypIGCTreasureShip">
    <dbid>1648</dbid>
    <displaynameid>64191</displaynameid>
    <editornameid>64192</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\asians\spc\treasure_ship\igc_treasure_ship.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_portrait.png</portraiticon>
    <rollovertextid>65558</rollovertextid>
    <shortrollovertextid>65559</shortrollovertextid>
    <initialhitpoints>1400.0000</initialhitpoints>
    <maxhitpoints>1400.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>1</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>PlaceAnywhere</flag>
    <flag>VariationLocked</flag>
    <flag>Immoveable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1094" name="ypIGCAztecTemple">
    <dbid>1649</dbid>
    <displaynameid>64195</displaynameid>
    <editornameid>64196</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_temple\igc_aztec_temple.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\aztec_temple\aztec_temple_icon_portrait.png</portraiticon>
    <rollovertextid>64194</rollovertextid>
    <shortrollovertextid>64193</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>90.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>VictoryPointBuilding</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>PlaceAnywhere</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1095" name="ypIGCNanib">
    <dbid>1651</dbid>
    <displaynameid>64199</displaynameid>
    <editornameid>64200</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\nanib\igc_nanib.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\nanib\nanib_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\nanib\nanib_icon_portrait.png</portraiticon>
    <rollovertextid>65550</rollovertextid>
    <shortrollovertextid>65551</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1096" name="ypIGCPravar">
    <dbid>1652</dbid>
    <displaynameid>64201</displaynameid>
    <editornameid>64202</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\prava\igc_prava.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\prava\pravar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\prava\pravar_icon_portrait.png</portraiticon>
    <rollovertextid>65552</rollovertextid>
    <shortrollovertextid>65553</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1097" name="ypIGCEdwardsonHorse">
    <dbid>1654</dbid>
    <displaynameid>64205</displaynameid>
    <editornameid>64206</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\edwardson\igc_edwardson_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_portrait.png</portraiticon>
    <rollovertextid>65530</rollovertextid>
    <shortrollovertextid>65531</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1098" name="ypIGCArsonist">
    <dbid>1655</dbid>
    <displaynameid>64207</displaynameid>
    <editornameid>64208</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\arsonist\igc_arsonist.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\arsonist\arsonist_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\arsonist\arsonist_icon_portrait.png</portraiticon>
    <rollovertextid>65935</rollovertextid>
    <shortrollovertextid>65936</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1099" name="ypIGCSepoyScene">
    <dbid>1656</dbid>
    <displaynameid>64209</displaynameid>
    <editornameid>64210</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\sepoy_scene\sepoy_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1100" name="ypIGCEdwardsonDeathScene">
    <dbid>1658</dbid>
    <displaynameid>64213</displaynameid>
    <editornameid>64214</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\edwardson_death\edwardson_death.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1101" name="ypIGCFlagScene">
    <dbid>1659</dbid>
    <displaynameid>64215</displaynameid>
    <editornameid>64216</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>animation_library\asians\igc\flag_scene\flag_scene.xml</animfile>
    <impacttype>Flesh</impacttype>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>50</buildlimit>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Wood">30.0000</cost>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1102" name="ypIndianRubble">
    <dbid>1660</dbid>
    <editornameid>64217</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_props\indian_rubble\indian_rubble_4x4.xml</animfile>
    <lifespan>10.0000</lifespan>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1103" name="ypConsulateGarrochista">
    <dbid>1661</dbid>
    <displaynameid>64222</displaynameid>
    <editornameid>64223</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\lancer\lancer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\lancer\lancer_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\lancer\lancer_portrait.png</portraiticon>
    <rollovertextid>64221</rollovertextid>
    <shortrollovertextid>64220</shortrollovertextid>
    <initialhitpoints>350.0000</initialhitpoints>
    <maxhitpoints>350.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">110.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>62.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1104" name="ypConsulateCarabineer">
    <dbid>1663</dbid>
    <displaynameid>64230</displaynameid>
    <editornameid>64231</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\reiter\reiter_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\reiter\reiter_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\reiter\reiter_portrait.png</portraiticon>
    <rollovertextid>64229</rollovertextid>
    <shortrollovertextid>64228</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>31.0000</trainpoints>
    <bounty>11.0000</bounty>
    <buildbounty>11.0000</buildbounty>
    <cost resourcetype="Food">30.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.250000</damagebonus>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1105" name="ypDojo">
    <dbid>1666</dbid>
    <displaynameid>64321</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\dojo\dojo.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\dojo\dojo_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\dojo\dojo_icon_portrait.png</portraiticon>
    <rollovertextid>64320</rollovertextid>
    <shortrollovertextid>64319</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>30.0000</buildpoints>
    <bounty>40.0000</bounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindBarracks</unittype>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <tech row="0" page="1" column="0">ypDojoUpgrade1</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="1">TacticYumi</command>
    <command page="9" column="2">TacticAshigaru</command>
    <command page="9" column="3">TacticSamurai</command>
    <command page="9" column="4">TacticNaginataRider</command>
    <command page="9" column="5">TacticYabusame</command>
    <tactics>dojo.tactics</tactics>
    <protoaction>
      <name>TacticXP</name>
      <type>AutoGather</type>
      <rate type="XP">2.250000</rate>
    </protoaction>
  </unit>
  <unit id="1106" name="ypConsulateArmySpanish1">
    <dbid>1667</dbid>
    <displaynameid>64343</displaynameid>
    <editornameid>64344</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\tercio\tercio.xml</animfile>
    <icon>resources\art\units\asians\consulate\spanish_expeditionary_company.png</icon>
    <portraiticon>resources\art\units\asians\consulate\spanish_expeditionary_company.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>64342</rollovertextid>
    <shortrollovertextid>64341</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1107" name="ypThuggee">
    <dbid>1668</dbid>
    <displaynameid>64364</displaynameid>
    <editornameid>64365</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait.png</portraiticon>
    <rollovertextid>64363</rollovertextid>
    <shortrollovertextid>64362</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>45.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1108" name="ypDelinquentThuggee">
    <dbid>1669</dbid>
    <displaynameid>64368</displaynameid>
    <editornameid>64369</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait.png</portraiticon>
    <rollovertextid>64367</rollovertextid>
    <shortrollovertextid>64366</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <bounty>20.0000</bounty>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>predatorRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1109" name="ypFishingBoatAsian">
    <dbid>1672</dbid>
    <displaynameid>64390</displaynameid>
    <editornameid>64391</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon.png</icon>
    <portraiticon>resources\art\units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait.png</portraiticon>
    <rollovertextid>64389</rollovertextid>
    <shortrollovertextid>64388</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Wood">70.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>10</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fishingBoatAsian.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>BuildingAttack2</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractWhale">0.500000</rate>
      <rate type="AbstractFish">0.670000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>16.000000</damagecap>
      <projectile>ArrowCanoe</projectile>
    </protoaction>
    <protoaction>
      <name>RangedAttack2</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>16.000000</damagecap>
      <projectile>InvisibleProjectile</projectile>
    </protoaction>
  </unit>
  <unit id="1110" name="ypTreeJapaneseMaple">
    <dbid>1673</dbid>
    <displaynameid>64489</displaynameid>
    <editornameid>64490</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_japanese_maple.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>64488</rollovertextid>
    <shortrollovertextid>64487</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1111" name="ypTreeJapanesePine">
    <dbid>1674</dbid>
    <displaynameid>64493</displaynameid>
    <editornameid>64494</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_japanese_pine.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>64492</rollovertextid>
    <shortrollovertextid>64491</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1112" name="ypTreeJapaneseMapleWinter">
    <dbid>1675</dbid>
    <displaynameid>64497</displaynameid>
    <editornameid>64498</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_japanese_maple_winter.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>64496</rollovertextid>
    <shortrollovertextid>64495</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1113" name="ypTreeJapanesePineWinter">
    <dbid>1676</dbid>
    <displaynameid>64501</displaynameid>
    <editornameid>64502</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_japanese_pine_winter.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>64500</rollovertextid>
    <shortrollovertextid>64499</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1114" name="ypSquid">
    <dbid>1677</dbid>
    <displaynameid>64505</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\squid\squid.xml</animfile>
    <icon>resources\art\units\animals\fish\bass_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\squid\squid_icon_portrait.png</portraiticon>
    <rollovertextid>64504</rollovertextid>
    <shortrollovertextid>64503</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Fish</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1115" name="ypGiantSalamander">
    <dbid>1678</dbid>
    <displaynameid>64508</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\giant_salamander\giant_salamander.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\giant_salamander\giant_salamander_icon.png</icon>
    <portraiticon>resources\art\units\animals\giant_salamander\giant_salamander_icon_portrait.png</portraiticon>
    <rollovertextid>64507</rollovertextid>
    <shortrollovertextid>64506</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.080000</rate>
    </protoaction>
  </unit>
  <unit id="1116" name="ypCatamaran">
    <dbid>1679</dbid>
    <displaynameid>64511</displaynameid>
    <editornameid>64512</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>units\asians\naval\catamaran\catamaran.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\naval\catamaran\catamaran_icon.png</icon>
    <portraiticon>resources\art\units\asians\naval\catamaran\catamaran_icon_portrait.png</portraiticon>
    <rollovertextid>64510</rollovertextid>
    <shortrollovertextid>64509</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Civilian</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>WaterGuardian</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Guardian</unittype>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>seaCatamaran.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.220000</rate>
      <rate type="AbstractWhale">0.170000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>32.000000</damagecap>
    </protoaction>
  </unit>
  <unit id="1117" name="ypMarathanCatamaran">
    <dbid>1680</dbid>
    <displaynameid>64515</displaynameid>
    <editornameid>64516</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>units\asians\naval\catamaran\catamaran.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\naval\catamaran\catamaran_icon.png</icon>
    <portraiticon>resources\art\units\asians\naval\catamaran\catamaran_icon_portrait.png</portraiticon>
    <rollovertextid>64514</rollovertextid>
    <shortrollovertextid>64513</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <train row="0" page="0" column="0">ypPetOrangutan</train>
    <train row="0" page="0" column="1">ypDacoit</train>
    <train row="0" page="0" column="2">ypThuggee</train>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>catamaran.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.220000</rate>
      <rate type="AbstractWhale">0.170000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>32.000000</damagecap>
    </protoaction>
  </unit>
  <unit id="1118" name="ypOrca">
    <dbid>1681</dbid>
    <displaynameid>64519</displaynameid>
    <editornameid>64520</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>units\animals\orca\orca.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\orca\orca_icon.png</icon>
    <portraiticon>resources\art\units\animals\orca\orca_icon_portrait.png</portraiticon>
    <rollovertextid>64518</rollovertextid>
    <shortrollovertextid>64517</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>WaterGuardian</unittype>
    <unittype>Guardian</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>100.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1119" name="ypGreatWhiteShark">
    <dbid>1682</dbid>
    <displaynameid>64523</displaynameid>
    <editornameid>64524</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>12.0000</turnrate>
    <animfile>units\animals\great_white_shark\great_white_shark.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\great_white_shark\shark_icon.png</icon>
    <portraiticon>resources\art\units\animals\great_white_shark\shark_icon_portrait.png</portraiticon>
    <rollovertextid>64522</rollovertextid>
    <shortrollovertextid>64521</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Predator</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Guardian</unittype>
    <unittype>WaterGuardian</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Unit</unittype>
    <unittype>NatureClass</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>predator.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>75.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
  </unit>
  <unit id="1120" name="YPNuggetTreasureShipWreck">
    <dbid>1683</dbid>
    <displaynameid>64527</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\asian\treasure_ship_wreck\treasure_ship_wreck.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>64526</rollovertextid>
    <shortrollovertextid>64525</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1121" name="YPNuggetEuropeanWreck">
    <dbid>1684</dbid>
    <displaynameid>64530</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\asian\european_wreck\european_wreck.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>64529</rollovertextid>
    <shortrollovertextid>64528</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1122" name="YPNuggetTurtleIsland">
    <dbid>1685</dbid>
    <displaynameid>64533</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\asian\turtle_island\turtle_island.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>64532</rollovertextid>
    <shortrollovertextid>64531</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1123" name="YPNuggetSeaLionRock">
    <dbid>1686</dbid>
    <displaynameid>64536</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\asian\sea_lion_rock\sea_lion_rock.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>64535</rollovertextid>
    <shortrollovertextid>64534</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>AbstractNugget</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1124" name="YPNuggetKelp">
    <dbid>1687</dbid>
    <displaynameid>64539</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>water</movementtype>
    <animfile>nuggets\asian\kelp\kelp.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>64538</rollovertextid>
    <shortrollovertextid>64537</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>Unattackable</unittype>
    <unittype>AbstractNuggetWater</unittype>
    <unittype>AbstractNugget</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1125" name="ypNativeTempleZenSnow">
    <dbid>1699</dbid>
    <displaynameid>64566</displaynameid>
    <editornameid>64567</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\zen_temple_snow.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_asian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_asian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1126" name="ypNativeTempleSufi">
    <dbid>1700</dbid>
    <displaynameid>64568</displaynameid>
    <editornameid>64569</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\sufi_temple.xml</animfile>
    <icon>resources\art\buildings\native_settlement\SM_indian_guy_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\SM_indian_guy_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1127" name="ypNativeTempleJesuit">
    <dbid>1701</dbid>
    <displaynameid>64570</displaynameid>
    <editornameid>64571</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\jesuit_temple.xml</animfile>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1128" name="ypNativeTempleJesuitSnow">
    <dbid>1702</dbid>
    <displaynameid>64572</displaynameid>
    <editornameid>64573</editornameid>
    <subciv>Zen</subciv>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\jesuit_temple_snow.xml</animfile>
    <icon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\jesuit\unit_jesuit_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1129" name="ypJunk">
    <dbid>1703</dbid>
    <displaynameid>64579</displaynameid>
    <editornameid>64580</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\wokou_junk\wokou_junk.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\wokou_junk\wokou_junk_icon.png</icon>
    <portraiticon>resources\art\units\asians\naval\wokou_junk\wokou_junk_icon_portrait.png</portraiticon>
    <rollovertextid>64578</rollovertextid>
    <shortrollovertextid>64577</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>38.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>100.0000</bounty>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>MercType5</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Guardian</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>WaterGuardian</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="0">Abilities</command>
    <tactics>seaJunk.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>65.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1130" name="ypSettlerJapanese">
    <dbid>1704</dbid>
    <displaynameid>64588</displaynameid>
    <editornameid>64589</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\villager\peasant_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\villager\peasant_icon_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>64587</rollovertextid>
    <shortrollovertextid>64586</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>75</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="15">NativeEmbassy</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settlerJapanese.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="CommunityPlaza">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="ypMonastery">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="CommunityPlaza">0.100000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="deFurTrade">0.600000</rate>
      <rate type="AbstractInfiniteCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Tree">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>NoWork</name>
      <rate type="Herdable">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1131" name="ypSPCAztecHouse">
    <dbid>1707</dbid>
    <displaynameid>64616</displaynameid>
    <editornameid>64617</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_house\spc_aztec_house.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\spc\aztec_house\az_house_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\aztec_house\az_house_portrait.png</portraiticon>
    <rollovertextid>64615</rollovertextid>
    <shortrollovertextid>64614</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <tech row="0" page="2" column="0">deBigHouseQueensFestival</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1132" name="ypSPCAztecFarm">
    <dbid>1708</dbid>
    <displaynameid>64620</displaynameid>
    <editornameid>64621</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_farm\spc_aztec_farm.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\farm_icon.png</icon>
    <portraiticon>resources\art\buildings\farm_portrait.png</portraiticon>
    <rollovertextid>64619</rollovertextid>
    <shortrollovertextid>64618</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Food</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <train row="0" page="0" column="0">Sheep</train>
    <tech row="0" page="1" column="1">SelectiveBreeding</tech>
    <tech row="0" page="1" column="0">ImpLargeScaleGathering</tech>
    <tech row="0" page="2" column="0">BigFarmCinteotl</tech>
    <tech row="0" page="1" column="0">HarvestCeremony</tech>
    <tech row="0" page="1" column="0">GreatFeast</tech>
    <tech row="0" page="1" column="0">GreenCornCeremony</tech>
    <tech row="0" page="2" column="0">BigFarmStrawberry</tech>
    <tech row="0" page="2" column="0">BigFarmHorsemanship</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <tactics>farm.tactics</tactics>
  </unit>
  <unit id="1133" name="ypSPCAztecMarket">
    <dbid>1709</dbid>
    <displaynameid>64624</displaynameid>
    <editornameid>64625</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_market\spc_aztec_market.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\market\market_icon.png</icon>
    <portraiticon>resources\art\buildings\market\market_portrait.png</portraiticon>
    <rollovertextid>64623</rollovertextid>
    <shortrollovertextid>64622</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>15.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractMarket</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="2" column="0">BigMarketNewYear</tech>
    <tech row="0" page="1" column="4">GreatCoat</tech>
    <tech row="0" page="1" column="3">Blunderbuss</tech>
    <tech row="0" page="1" column="0">HuntingDogs</tech>
    <tech row="0" page="1" column="1">Gangsaw</tech>
    <tech row="0" page="1" column="1">LogFlume</tech>
    <tech row="0" page="1" column="0">SteelTraps</tech>
    <tech row="0" page="1" column="1">CircularSaw</tech>
    <tech row="0" page="1" column="1">LumberCeremony</tech>
    <tech row="0" page="1" column="4">GreatCoat</tech>
    <tech row="0" page="1" column="3">Blunderbuss</tech>
    <tech row="0" page="1" column="0">HuntingDogs</tech>
    <tech row="0" page="1" column="1">Gangsaw</tech>
    <tech row="0" page="1" column="1">LogFlume</tech>
    <tech row="0" page="1" column="1">ForestSpiritCeremony</tech>
    <tech row="0" page="1" column="1">ImpDeforestationNative</tech>
    <tech row="0" page="1" column="1">ForestPeopleCeremony</tech>
    <tech row="0" page="1" column="3">SpiritMedicine</tech>
    <tech row="0" page="1" column="2">PlacerMines</tech>
    <tech row="0" page="1" column="2">Amalgamation</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="7" column="1">MarketBuy2</command>
    <command page="7" column="0">MarketBuy1</command>
    <command page="8" column="0">MarketSell1</command>
    <command page="8" column="1">MarketSell2</command>
    <tactics>autogatherer.tactics</tactics>
  </unit>
  <unit id="1134" name="ypWJGiantBuddha2">
    <dbid>1711</dbid>
    <displaynameid>64684</displaynameid>
    <editornameid>64685</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\giant_buddha\giant_buddha.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon_portrait.png</portraiticon>
    <rollovertextid>64683</rollovertextid>
    <shortrollovertextid>64682</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1135" name="ypWJGoldenPavillion2">
    <dbid>1712</dbid>
    <displaynameid>64688</displaynameid>
    <editornameid>64689</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\golden_pavillion\golden_pavillion.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait.png</portraiticon>
    <rollovertextid>64687</rollovertextid>
    <shortrollovertextid>64686</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="0">Flintlock</tech>
    <tech row="0" page="1" column="3">Pillage</tech>
    <tech row="0" page="1" column="4">ProfessionalGunners</tech>
    <tech row="0" page="1" column="1">PaperCartridge</tech>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="9" column="2">TacticUnitHitpoints</command>
    <command page="9" column="0">TacticRangedDamage</command>
    <command page="9" column="1">TacticHandDamage</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="3">TacticUnitSpeed</command>
    <tactics>goldenpavillion.tactics</tactics>
  </unit>
  <unit id="1136" name="ypWJToshoguShrine2">
    <dbid>1713</dbid>
    <displaynameid>64692</displaynameid>
    <editornameid>64693</editornameid>
    <populationcapaddition>20</populationcapaddition>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait.png</portraiticon>
    <rollovertextid>64691</rollovertextid>
    <shortrollovertextid>64690</shortrollovertextid>
    <legacyhotkeycontext>ShrineAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <carrycapacity resourcetype="Food">999.0000</carrycapacity>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>8</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>AbstractTypeHuntableMagnet</unittype>
    <unittype>AbstractShrine</unittype>
    <unittype>GiantBuddha</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">TacticFood</command>
    <command page="9" column="2">TacticCoin</command>
    <command page="9" column="3">TacticXPShrine</command>
    <command page="9" column="1">TacticWood</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toshoguShrine.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.930000</rate>
    </protoaction>
  </unit>
  <unit id="1137" name="ypWJGiantBuddha3">
    <dbid>1714</dbid>
    <displaynameid>64696</displaynameid>
    <editornameid>64697</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\giant_buddha\giant_buddha.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon_portrait.png</portraiticon>
    <rollovertextid>64695</rollovertextid>
    <shortrollovertextid>64694</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1138" name="ypWJGiantBuddha4">
    <dbid>1715</dbid>
    <displaynameid>64700</displaynameid>
    <editornameid>64701</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\giant_buddha\giant_buddha.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon_portrait.png</portraiticon>
    <rollovertextid>64699</rollovertextid>
    <shortrollovertextid>64698</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1139" name="ypWJGiantBuddha5">
    <dbid>1716</dbid>
    <displaynameid>64704</displaynameid>
    <editornameid>64705</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\giant_buddha\giant_buddha.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\giant_buddha\giant_buddha_icon_portrait.png</portraiticon>
    <rollovertextid>64703</rollovertextid>
    <shortrollovertextid>64702</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1140" name="ypWJGoldenPavillion3">
    <dbid>1717</dbid>
    <displaynameid>64708</displaynameid>
    <editornameid>64709</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\golden_pavillion\golden_pavillion.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait.png</portraiticon>
    <rollovertextid>64707</rollovertextid>
    <shortrollovertextid>64706</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="0">Flintlock</tech>
    <tech row="0" page="1" column="3">Pillage</tech>
    <tech row="0" page="1" column="4">ProfessionalGunners</tech>
    <tech row="0" page="1" column="1">PaperCartridge</tech>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="0">TacticRangedDamage</command>
    <command page="9" column="1">TacticHandDamage</command>
    <command page="9" column="2">TacticUnitHitpoints</command>
    <command page="9" column="3">TacticUnitSpeed</command>
    <tactics>goldenpavillion.tactics</tactics>
  </unit>
  <unit id="1141" name="ypWJGoldenPavillion4">
    <dbid>1718</dbid>
    <displaynameid>64712</displaynameid>
    <editornameid>64713</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\golden_pavillion\golden_pavillion.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait.png</portraiticon>
    <rollovertextid>64711</rollovertextid>
    <shortrollovertextid>64710</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="0">Flintlock</tech>
    <tech row="0" page="1" column="3">Pillage</tech>
    <tech row="0" page="1" column="4">ProfessionalGunners</tech>
    <tech row="0" page="1" column="1">PaperCartridge</tech>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="9" column="3">TacticUnitSpeed</command>
    <command page="9" column="0">TacticRangedDamage</command>
    <command page="9" column="1">TacticHandDamage</command>
    <command page="9" column="2">TacticUnitHitpoints</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>goldenpavillion.tactics</tactics>
  </unit>
  <unit id="1142" name="ypWJGoldenPavillion5">
    <dbid>1719</dbid>
    <displaynameid>64716</displaynameid>
    <editornameid>64717</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\golden_pavillion\golden_pavillion.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\golden_pavillion\golden_pavillion_icon_portrait.png</portraiticon>
    <rollovertextid>64715</rollovertextid>
    <shortrollovertextid>64714</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="0">Flintlock</tech>
    <tech row="0" page="1" column="3">Pillage</tech>
    <tech row="0" page="1" column="4">ProfessionalGunners</tech>
    <tech row="0" page="1" column="1">PaperCartridge</tech>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="2">TacticUnitHitpoints</command>
    <command page="9" column="0">TacticRangedDamage</command>
    <command page="9" column="1">TacticHandDamage</command>
    <command page="9" column="3">TacticUnitSpeed</command>
    <tactics>goldenpavillion.tactics</tactics>
  </unit>
  <unit id="1143" name="ypWJShogunate2">
    <dbid>1720</dbid>
    <displaynameid>64720</displaynameid>
    <editornameid>64721</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\imperial_palace\imperial_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_portrait.png</portraiticon>
    <rollovertextid>64719</rollovertextid>
    <shortrollovertextid>64718</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="2">ypDaimyoMototada</train>
    <train row="0" page="0" column="3">ypShogunTokugawa</train>
    <train row="0" page="0" column="1">ypDaimyoKiyomasa</train>
    <train row="0" page="0" column="0">ypDaimyoMasamune</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1144" name="ypWJShogunate3">
    <dbid>1721</dbid>
    <displaynameid>64724</displaynameid>
    <editornameid>64725</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\imperial_palace\imperial_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_portrait.png</portraiticon>
    <rollovertextid>64723</rollovertextid>
    <shortrollovertextid>64722</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="2">ypDaimyoMototada</train>
    <train row="0" page="0" column="3">ypShogunTokugawa</train>
    <train row="0" page="0" column="1">ypDaimyoKiyomasa</train>
    <train row="0" page="0" column="0">ypDaimyoMasamune</train>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1145" name="ypWJShogunate4">
    <dbid>1722</dbid>
    <displaynameid>64728</displaynameid>
    <editornameid>64729</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\imperial_palace\imperial_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_portrait.png</portraiticon>
    <rollovertextid>64727</rollovertextid>
    <shortrollovertextid>64726</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="2">ypDaimyoMototada</train>
    <train row="0" page="0" column="3">ypShogunTokugawa</train>
    <train row="0" page="0" column="1">ypDaimyoKiyomasa</train>
    <train row="0" page="0" column="0">ypDaimyoMasamune</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1146" name="ypWJShogunate5">
    <dbid>1723</dbid>
    <displaynameid>64732</displaynameid>
    <editornameid>64733</editornameid>
    <obstructionradiusx>8.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\imperial_palace\imperial_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\imperial_palace\shogunate_icon_portrait.png</portraiticon>
    <rollovertextid>64731</rollovertextid>
    <shortrollovertextid>64730</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="2">ypDaimyoMototada</train>
    <train row="0" page="0" column="3">ypShogunTokugawa</train>
    <train row="0" page="0" column="1">ypDaimyoKiyomasa</train>
    <train row="0" page="0" column="0">ypDaimyoMasamune</train>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1147" name="ypWJToriiGates2">
    <dbid>1724</dbid>
    <displaynameid>64736</displaynameid>
    <editornameid>64737</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\torii_gates\torii_gates.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_portrait.png</portraiticon>
    <rollovertextid>64735</rollovertextid>
    <shortrollovertextid>64734</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toriigates.tactics</tactics>
  </unit>
  <unit id="1148" name="ypWJToriiGates3">
    <dbid>1725</dbid>
    <displaynameid>64740</displaynameid>
    <editornameid>64741</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\torii_gates\torii_gates.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_portrait.png</portraiticon>
    <rollovertextid>64739</rollovertextid>
    <shortrollovertextid>64738</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toriigates.tactics</tactics>
  </unit>
  <unit id="1149" name="ypWJToriiGates4">
    <dbid>1726</dbid>
    <displaynameid>64744</displaynameid>
    <editornameid>64745</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\torii_gates\torii_gates.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_portrait.png</portraiticon>
    <rollovertextid>64743</rollovertextid>
    <shortrollovertextid>64742</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toriigates.tactics</tactics>
  </unit>
  <unit id="1150" name="ypWJToriiGates5">
    <dbid>1727</dbid>
    <displaynameid>64748</displaynameid>
    <editornameid>64749</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\torii_gates\torii_gates.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\torii_gates\torii_gates_icon_portrait.png</portraiticon>
    <rollovertextid>64747</rollovertextid>
    <shortrollovertextid>64746</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toriigates.tactics</tactics>
  </unit>
  <unit id="1151" name="ypWJToshoguShrine3">
    <dbid>1728</dbid>
    <displaynameid>64752</displaynameid>
    <editornameid>64753</editornameid>
    <populationcapaddition>20</populationcapaddition>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait.png</portraiticon>
    <rollovertextid>64751</rollovertextid>
    <shortrollovertextid>64750</shortrollovertextid>
    <legacyhotkeycontext>ShrineAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <carrycapacity resourcetype="Food">999.0000</carrycapacity>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>8</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractShrine</unittype>
    <unittype>AbstractTypeHuntableMagnet</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>GiantBuddha</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>UnlimitedSupply</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="2">TacticCoin</command>
    <command page="9" column="0">TacticFood</command>
    <command page="9" column="1">TacticWood</command>
    <command page="9" column="3">TacticXPShrine</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toshoguShrine.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.930000</rate>
    </protoaction>
  </unit>
  <unit id="1152" name="ypWJToshoguShrine4">
    <dbid>1729</dbid>
    <displaynameid>64756</displaynameid>
    <editornameid>64757</editornameid>
    <populationcapaddition>20</populationcapaddition>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait.png</portraiticon>
    <rollovertextid>64755</rollovertextid>
    <shortrollovertextid>64754</shortrollovertextid>
    <legacyhotkeycontext>ShrineAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <carrycapacity resourcetype="Food">999.0000</carrycapacity>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>8</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>GiantBuddha</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>AbstractTypeHuntableMagnet</unittype>
    <unittype>AbstractShrine</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>UnlimitedSupply</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="9" column="2">TacticCoin</command>
    <command page="9" column="0">TacticFood</command>
    <command page="9" column="1">TacticWood</command>
    <command page="9" column="3">TacticXPShrine</command>
    <command page="10" column="7">Delete</command>
    <tactics>toshoguShrine.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.930000</rate>
    </protoaction>
  </unit>
  <unit id="1153" name="ypWJToshoguShrine5">
    <dbid>1730</dbid>
    <displaynameid>64760</displaynameid>
    <editornameid>64761</editornameid>
    <populationcapaddition>20</populationcapaddition>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait.png</portraiticon>
    <rollovertextid>64759</rollovertextid>
    <shortrollovertextid>64758</shortrollovertextid>
    <legacyhotkeycontext>ShrineAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <carrycapacity resourcetype="Food">999.0000</carrycapacity>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>8</gathererlimit>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractShrine</unittype>
    <unittype>AbstractTypeHuntableMagnet</unittype>
    <unittype>AbstractTypeHerdableMagnet</unittype>
    <unittype>GiantBuddha</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>UnlimitedSupply</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">TacticFood</command>
    <command page="9" column="2">TacticCoin</command>
    <command page="9" column="1">TacticWood</command>
    <command page="9" column="3">TacticXPShrine</command>
    <command page="11" column="1">Abilities</command>
    <tactics>toshoguShrine.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.350000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.930000</rate>
    </protoaction>
  </unit>
  <unit id="1154" name="ypWIAgraFort2">
    <dbid>1731</dbid>
    <displaynameid>64764</displaynameid>
    <editornameid>64765</editornameid>
    <obstructionradiusx>9.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\agra_fort\agra_fort.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wonders.xml</placementfile>
    <icon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_portrait.png</portraiticon>
    <rollovertextid>64763</rollovertextid>
    <shortrollovertextid>64762</shortrollovertextid>
    <legacyhotkeycontext>AgraFortAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>320.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractAgraFort</unittype>
    <unittype>AbstractMilitaryWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">ypNatMercGurkha</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="2">ypSepoy</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <tech row="0" page="1" column="0">ypFortifiedAgra</tech>
    <tech row="0" page="1" column="0">ypFrontierAgra</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="6">SetUnitAsHomeCityGatherPoint</command>
    <tactics>agrafort.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1155" name="ypWIAgraFort3">
    <dbid>1732</dbid>
    <displaynameid>64768</displaynameid>
    <editornameid>64769</editornameid>
    <obstructionradiusx>9.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\agra_fort\agra_fort.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wonders.xml</placementfile>
    <icon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_portrait.png</portraiticon>
    <rollovertextid>64767</rollovertextid>
    <shortrollovertextid>64766</shortrollovertextid>
    <legacyhotkeycontext>AgraFortAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>320.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractMilitaryWonder</unittype>
    <unittype>AbstractAgraFort</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="3">ypNatMercGurkha</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="2">ypSepoy</train>
    <train row="0" page="0" column="1">ypUrumi</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <tech row="0" page="1" column="0">ypFortifiedAgra</tech>
    <tech row="0" page="1" column="0">ypFrontierAgra</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="6">SetUnitAsHomeCityGatherPoint</command>
    <tactics>agrafort.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1156" name="ypWIAgraFort4">
    <dbid>1733</dbid>
    <displaynameid>64772</displaynameid>
    <editornameid>64773</editornameid>
    <obstructionradiusx>9.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\agra_fort\agra_fort.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wonders.xml</placementfile>
    <icon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_portrait.png</portraiticon>
    <rollovertextid>64771</rollovertextid>
    <shortrollovertextid>64770</shortrollovertextid>
    <legacyhotkeycontext>AgraFortAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>320.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractAgraFort</unittype>
    <unittype>AbstractMilitaryWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="3">ypNatMercGurkha</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="2">ypSepoy</train>
    <train row="0" page="0" column="1">ypUrumi</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <tech row="0" page="1" column="0">ypFortifiedAgra</tech>
    <tech row="0" page="1" column="0">ypFrontierAgra</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="6">SetUnitAsHomeCityGatherPoint</command>
    <tactics>agrafort.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1157" name="ypWIAgraFort5">
    <dbid>1734</dbid>
    <displaynameid>64776</displaynameid>
    <editornameid>64777</editornameid>
    <obstructionradiusx>9.0000</obstructionradiusx>
    <obstructionradiusz>7.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\agra_fort\agra_fort.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>wonders.xml</placementfile>
    <icon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\agra_fort\agra_fort_icon_portrait.png</portraiticon>
    <rollovertextid>64775</rollovertextid>
    <shortrollovertextid>64774</shortrollovertextid>
    <legacyhotkeycontext>AgraFortAccel</legacyhotkeycontext>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>320.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractMilitaryWonder</unittype>
    <unittype>AbstractAgraFort</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="3">ypNatMercGurkha</train>
    <train row="0" page="0" column="0">ypRajput</train>
    <train row="0" page="0" column="2">ypSepoy</train>
    <train row="0" page="0" column="1">ypUrumi</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <tech row="0" page="1" column="0">ypFortifiedAgra</tech>
    <tech row="0" page="1" column="0">ypFrontierAgra</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="6">SetUnitAsHomeCityGatherPoint</command>
    <tactics>agrafort.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>Cannonball</projectile>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1158" name="ypWIKarniMata2">
    <dbid>1735</dbid>
    <displaynameid>64780</displaynameid>
    <editornameid>64781</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\karni_mata\karni_mata.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_portrait.png</portraiticon>
    <rollovertextid>64779</rollovertextid>
    <shortrollovertextid>64778</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="8">ImpArtilleryRegiments</tech>
    <tech row="0" page="1" column="6">ImpDeforestation</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>goldentemple.tactics</tactics>
  </unit>
  <unit id="1159" name="ypWIKarniMata3">
    <dbid>1736</dbid>
    <displaynameid>64784</displaynameid>
    <editornameid>64785</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\karni_mata\karni_mata.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_portrait.png</portraiticon>
    <rollovertextid>64783</rollovertextid>
    <shortrollovertextid>64782</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="8">ImpArtilleryRegiments</tech>
    <tech row="0" page="1" column="6">ImpDeforestation</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>goldentemple.tactics</tactics>
  </unit>
  <unit id="1160" name="ypWIKarniMata4">
    <dbid>1737</dbid>
    <displaynameid>64788</displaynameid>
    <editornameid>64789</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\karni_mata\karni_mata.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_portrait.png</portraiticon>
    <rollovertextid>64787</rollovertextid>
    <shortrollovertextid>64786</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="8">ImpArtilleryRegiments</tech>
    <tech row="0" page="1" column="6">ImpDeforestation</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>goldentemple.tactics</tactics>
  </unit>
  <unit id="1161" name="ypWIKarniMata5">
    <dbid>1738</dbid>
    <displaynameid>64792</displaynameid>
    <editornameid>64793</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\karni_mata\karni_mata.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\karni_mata\karni_mata_icon_portrait.png</portraiticon>
    <rollovertextid>64791</rollovertextid>
    <shortrollovertextid>64790</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="8">ImpArtilleryRegiments</tech>
    <tech row="0" page="1" column="6">ImpDeforestation</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>goldentemple.tactics</tactics>
  </unit>
  <unit id="1162" name="ypWITajMahal2">
    <dbid>1739</dbid>
    <displaynameid>64796</displaynameid>
    <editornameid>64797</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\taj_mahal\taj_mahal.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon_portrait.png</portraiticon>
    <rollovertextid>64795</rollovertextid>
    <shortrollovertextid>64794</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1163" name="ypWITajMahal3">
    <dbid>1740</dbid>
    <displaynameid>64800</displaynameid>
    <editornameid>64801</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\taj_mahal\taj_mahal.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon_portrait.png</portraiticon>
    <rollovertextid>64799</rollovertextid>
    <shortrollovertextid>64798</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1164" name="ypWITajMahal4">
    <dbid>1741</dbid>
    <displaynameid>64804</displaynameid>
    <editornameid>64805</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\taj_mahal\taj_mahal.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon_portrait.png</portraiticon>
    <rollovertextid>64803</rollovertextid>
    <shortrollovertextid>64802</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1165" name="ypWITajMahal5">
    <dbid>1742</dbid>
    <displaynameid>64808</displaynameid>
    <editornameid>64809</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\taj_mahal\taj_mahal.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\taj_mahal\taj_mahal_icon_portrait.png</portraiticon>
    <rollovertextid>64807</rollovertextid>
    <shortrollovertextid>64806</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1166" name="ypWITowerOfVictory2">
    <dbid>1743</dbid>
    <displaynameid>64812</displaynameid>
    <editornameid>64813</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\tower_of_victory\tower_of_victory.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait.png</portraiticon>
    <rollovertextid>64811</rollovertextid>
    <shortrollovertextid>64810</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1167" name="ypWITowerOfVictory3">
    <dbid>1744</dbid>
    <displaynameid>64816</displaynameid>
    <editornameid>64817</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\tower_of_victory\tower_of_victory.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait.png</portraiticon>
    <rollovertextid>64815</rollovertextid>
    <shortrollovertextid>64814</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1168" name="ypWITowerOfVictory4">
    <dbid>1745</dbid>
    <displaynameid>64820</displaynameid>
    <editornameid>64821</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\tower_of_victory\tower_of_victory.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait.png</portraiticon>
    <rollovertextid>64819</rollovertextid>
    <shortrollovertextid>64818</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1169" name="ypWITowerOfVictory5">
    <dbid>1746</dbid>
    <displaynameid>64824</displaynameid>
    <editornameid>64825</editornameid>
    <obstructionradiusx>4.5000</obstructionradiusx>
    <obstructionradiusz>4.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\tower_of_victory\tower_of_victory.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\tower_of_victory\tower_of_victory_icon_portrait.png</portraiticon>
    <rollovertextid>64823</rollovertextid>
    <shortrollovertextid>64822</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1170" name="ypIGCKichiroHorse">
    <dbid>1747</dbid>
    <displaynameid>64826</displaynameid>
    <editornameid>64827</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\kichiro\igc_kichiro_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\kichiro\kichiro_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\kichiro\kichiro_icon_portrait.png</portraiticon>
    <rollovertextid>65544</rollovertextid>
    <shortrollovertextid>65545</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1171" name="ypWICharminarGate2">
    <dbid>1748</dbid>
    <displaynameid>64830</displaynameid>
    <editornameid>64831</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\charminar_gate\charminar_gate.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</portraiticon>
    <rollovertextid>64829</rollovertextid>
    <shortrollovertextid>64828</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="0">ypRajputMansabdar</train>
    <train row="0" page="0" column="1">ypUrumiMansabdar</train>
    <train row="0" page="0" column="2">ypSepoyMansabdar</train>
    <train row="0" page="0" column="3">ypNatMercGurkhaJemadar</train>
    <train row="0" page="0" column="4">ypSowarMansabdar</train>
    <train row="0" page="0" column="5">ypZamburakMansabdar</train>
    <train row="0" page="0" column="6">ypMahoutMansabdar</train>
    <train row="0" page="0" column="9">ypMercFlailiphantMansabdar</train>
    <train row="0" page="0" column="7">ypHowdahMansabdar</train>
    <train row="0" page="0" column="8">ypSiegeElephantMansabdar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1172" name="ypIGCMototadaFoot">
    <dbid>1749</dbid>
    <displaynameid>64832</displaynameid>
    <editornameid>64833</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\mototada\igc_mototada_foot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\mototada\mototada_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\mototada\mototada_icon_portrait.png</portraiticon>
    <rollovertextid>65546</rollovertextid>
    <shortrollovertextid>65548</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1173" name="ypWICharminarGate3">
    <dbid>1750</dbid>
    <displaynameid>64836</displaynameid>
    <editornameid>64837</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\charminar_gate\charminar_gate.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</portraiticon>
    <rollovertextid>64835</rollovertextid>
    <shortrollovertextid>64834</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="0">ypRajputMansabdar</train>
    <train row="0" page="0" column="1">ypUrumiMansabdar</train>
    <train row="0" page="0" column="2">ypSepoyMansabdar</train>
    <train row="0" page="0" column="3">ypNatMercGurkhaJemadar</train>
    <train row="0" page="0" column="4">ypSowarMansabdar</train>
    <train row="0" page="0" column="5">ypZamburakMansabdar</train>
    <train row="0" page="0" column="6">ypMahoutMansabdar</train>
    <train row="0" page="0" column="9">ypMercFlailiphantMansabdar</train>
    <train row="0" page="0" column="7">ypHowdahMansabdar</train>
    <train row="0" page="0" column="8">ypSiegeElephantMansabdar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1174" name="ypWICharminarGate4">
    <dbid>1752</dbid>
    <displaynameid>64842</displaynameid>
    <editornameid>64843</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\charminar_gate\charminar_gate.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</portraiticon>
    <rollovertextid>64841</rollovertextid>
    <shortrollovertextid>64840</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="0">ypRajputMansabdar</train>
    <train row="0" page="0" column="1">ypUrumiMansabdar</train>
    <train row="0" page="0" column="2">ypSepoyMansabdar</train>
    <train row="0" page="0" column="3">ypNatMercGurkhaJemadar</train>
    <train row="0" page="0" column="4">ypSowarMansabdar</train>
    <train row="0" page="0" column="5">ypZamburakMansabdar</train>
    <train row="0" page="0" column="6">ypMahoutMansabdar</train>
    <train row="0" page="0" column="9">ypMercFlailiphantMansabdar</train>
    <train row="0" page="0" column="7">ypHowdahMansabdar</train>
    <train row="0" page="0" column="8">ypSiegeElephantMansabdar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1175" name="ypWICharminarGate5">
    <dbid>1753</dbid>
    <displaynameid>64846</displaynameid>
    <editornameid>64847</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\charminar_gate\charminar_gate.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\charminar_gate\charminar_gate_icon_portrait.png</portraiticon>
    <rollovertextid>64845</rollovertextid>
    <shortrollovertextid>64844</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Skirmisher</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="3">Cacadore</train>
    <train row="0" page="0" column="5">Hussar</train>
    <train row="0" page="0" column="6">Ruyter</train>
    <train row="0" page="0" column="6">deFinnishRider</train>
    <train row="0" page="0" column="6">Lancer</train>
    <train row="0" page="0" column="6">Cuirassier</train>
    <train row="0" page="0" column="6">Oprichnik</train>
    <train row="0" page="0" column="7">WarWagon</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="3">Strelet</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Janissary</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="2">Musketeer</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="1">Pikeman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Crossbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="0">Longbowman</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Halberdier</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Rodelero</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="4">Dopplesoldner</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Cossack</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="5">Uhlan</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">CavalryArcher</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="7">Dragoon</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="8">Grenadier</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="9">AbusGun</train>
    <train row="0" page="0" column="2">deCarolean</train>
    <train row="0" page="0" column="0">ypRajputMansabdar</train>
    <train row="0" page="0" column="1">ypUrumiMansabdar</train>
    <train row="0" page="0" column="2">ypSepoyMansabdar</train>
    <train row="0" page="0" column="3">ypNatMercGurkhaJemadar</train>
    <train row="0" page="0" column="4">ypSowarMansabdar</train>
    <train row="0" page="0" column="5">ypZamburakMansabdar</train>
    <train row="0" page="0" column="6">ypMahoutMansabdar</train>
    <train row="0" page="0" column="9">ypMercFlailiphantMansabdar</train>
    <train row="0" page="0" column="7">ypHowdahMansabdar</train>
    <train row="0" page="0" column="8">ypSiegeElephantMansabdar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1176" name="ypSPCEnemyDaimyo">
    <dbid>1754</dbid>
    <displaynameid>64850</displaynameid>
    <editornameid>64851</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>64849</rollovertextid>
    <shortrollovertextid>64848</shortrollovertextid>
    <initialhitpoints>1100.0000</initialhitpoints>
    <maxhitpoints>1100.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1177" name="ypPropsJapaneseBanner">
    <dbid>1755</dbid>
    <displaynameid>64852</displaynameid>
    <editornameid>64853</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\spc\japanese_banner\prop_japanese_banner.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>VariationLocked</flag>
    <flag>NotCommandable</flag>
    <flag>NotSearchable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1178" name="ypWCTempleOfHeaven2">
    <dbid>1756</dbid>
    <displaynameid>64856</displaynameid>
    <editornameid>64857</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait.png</portraiticon>
    <rollovertextid>64855</rollovertextid>
    <shortrollovertextid>64854</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1179" name="ypPropsWarTent">
    <dbid>1757</dbid>
    <displaynameid>64860</displaynameid>
    <editornameid>64861</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\war_tent\prop_war_tent.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\asian_civs\spc\war_tent\Asian_war_tent\asian_war_tent_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\war_tent\Asian_war_tent\asian_war_tent_icon_portrait.png</portraiticon>
    <rollovertextid>64859</rollovertextid>
    <shortrollovertextid>64858</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1180" name="ypWCTempleOfHeaven3">
    <dbid>1758</dbid>
    <displaynameid>64864</displaynameid>
    <editornameid>64865</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait.png</portraiticon>
    <rollovertextid>64863</rollovertextid>
    <shortrollovertextid>64862</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1181" name="ypWCTempleOfHeaven4">
    <dbid>1759</dbid>
    <displaynameid>64868</displaynameid>
    <editornameid>64869</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait.png</portraiticon>
    <rollovertextid>64867</rollovertextid>
    <shortrollovertextid>64866</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1182" name="ypWCTempleOfHeaven5">
    <dbid>1760</dbid>
    <displaynameid>64872</displaynameid>
    <editornameid>64873</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\temple_of_heaven\temple_of_heaven.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\temple_of_heaven\temple_of_heaven_icon_portrait.png</portraiticon>
    <rollovertextid>64871</rollovertextid>
    <shortrollovertextid>64870</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractReligiousWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
  </unit>
  <unit id="1183" name="ypPropsExplosion">
    <dbid>1761</dbid>
    <displaynameid>64874</displaynameid>
    <editornameid>64875</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\spc\explosion\prop_explosion.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <initialhitpoints>50.0000</initialhitpoints>
    <maxhitpoints>50.0000</maxhitpoints>
    <los>5.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>Doppled</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VariationLocked</flag>
    <flag>OnlyInEditor</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1184" name="ypSPCJapaneseFortCorner">
    <dbid>1762</dbid>
    <displaynameid>64878</displaynameid>
    <editornameid>64879</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_corner.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64877</rollovertextid>
    <shortrollovertextid>64876</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>32.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1185" name="ypSPCJapaneseFortGate">
    <dbid>1763</dbid>
    <displaynameid>64882</displaynameid>
    <editornameid>64883</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_gate.xml</animfile>
    <allowedheightvariance>4.0000</allowedheightvariance>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_gate_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_gate_portrait.png</portraiticon>
    <rollovertextid>64881</rollovertextid>
    <shortrollovertextid>64880</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Doppled</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>PlayerOwnsObstruction</flag>
    <flag>SelectWithObstruction</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>wallBuild</flag>
    <flag>ColonyBuilding</flag>
    <flag>DontFlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1186" name="ypSPCJapaneseFortWallLarge">
    <dbid>1764</dbid>
    <displaynameid>64886</displaynameid>
    <editornameid>64887</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_large.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64885</rollovertextid>
    <shortrollovertextid>64884</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1187" name="ypSPCJapaneseFortWallMedium">
    <dbid>1765</dbid>
    <displaynameid>64890</displaynameid>
    <editornameid>64891</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_medium.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64889</rollovertextid>
    <shortrollovertextid>64888</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1188" name="ypSPCJapaneseFortWallSmall">
    <dbid>1766</dbid>
    <displaynameid>64894</displaynameid>
    <editornameid>64895</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_small.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64893</rollovertextid>
    <shortrollovertextid>64892</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1189" name="ypSPCJapaneseFortWallBarracks">
    <dbid>1767</dbid>
    <displaynameid>64898</displaynameid>
    <editornameid>64899</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_barracks.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64897</rollovertextid>
    <shortrollovertextid>64896</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1190" name="ypSPCJapaneseFortWallStable">
    <dbid>1768</dbid>
    <displaynameid>64902</displaynameid>
    <editornameid>64903</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_wall_stable.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64901</rollovertextid>
    <shortrollovertextid>64900</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">15.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1191" name="ypSPCJapaneseOutpost">
    <dbid>1770</dbid>
    <displaynameid>64910</displaynameid>
    <editornameid>64914</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\japanese_outpost\spc_japanese_outpost.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\japanese_outpost\asian_outpost_icon_portrait.png</portraiticon>
    <rollovertextid>64909</rollovertextid>
    <shortrollovertextid>64908</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>70.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractOutpost</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="1" column="1">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command>CancelNativeDance</command>
    <command>StartNativeDance</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1192" name="ypIGCBird">
    <dbid>1771</dbid>
    <displaynameid>64913</displaynameid>
    <editornameid>64915</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\asians\spc\bird\igc_bird.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\turkey\turkey_portrait.png</icon>
    <portraiticon>resources\art\units\animals\turkey\turkey_portrait.png</portraiticon>
    <rollovertextid>64912</rollovertextid>
    <shortrollovertextid>64911</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1193" name="ypPropsCargoDebris">
    <dbid>1772</dbid>
    <displaynameid>64916</displaynameid>
    <editornameid>64917</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_props\cargo_debris\spc_cargo_debris.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1194" name="ypSPCRockCrate">
    <dbid>1773</dbid>
    <displaynameid>64920</displaynameid>
    <editornameid>64921</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\spc\rock_crate\spc_rock_crate.xml</animfile>
    <impacttype>Stone</impacttype>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>64919</rollovertextid>
    <shortrollovertextid>64918</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">50.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>4</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>ForceToGaia</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1195" name="ypIGCSepoy">
    <dbid>1774</dbid>
    <displaynameid>64922</displaynameid>
    <editornameid>64923</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\sepoy\igc_sepoy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\sepoy\igc_sepoy_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\sepoy\igc_sepoy_icon_portrait.png</portraiticon>
    <rollovertextid>65928</rollovertextid>
    <shortrollovertextid>65927</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1196" name="ypSPCEmperorBahadarSharZafar">
    <dbid>1775</dbid>
    <displaynameid>64926</displaynameid>
    <editornameid>64927</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\emperor_bahadar_shar_zafar\spc_emperor_bahadar_shar_zafar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\emperor_bahadar_shar_zafar\badur_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\spc\emperor_bahadar_shar_zafar\badur_icon_portrait.png</portraiticon>
    <rollovertextid>64925</rollovertextid>
    <shortrollovertextid>64924</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
  </unit>
  <unit id="1197" name="ypSPCGunpowerStores">
    <dbid>1777</dbid>
    <displaynameid>64934</displaynameid>
    <editornameid>64935</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\gunpowder_stores\spc_gunpowder_stores.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\asian_civs\spc\gunpowder_stores\gunpowder_stores_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\gunpowder_stores\gunpowder_stores_icon_portrait.png</portraiticon>
    <rollovertextid>64933</rollovertextid>
    <shortrollovertextid>64932</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>14.0000</los>
    <bounty>70.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1198" name="ypSPCIndianFortCorner">
    <dbid>1778</dbid>
    <displaynameid>64938</displaynameid>
    <editornameid>64939</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_corner.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64937</rollovertextid>
    <shortrollovertextid>64936</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>32.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1199" name="ypSPCIndianFortGate">
    <dbid>1779</dbid>
    <displaynameid>64942</displaynameid>
    <editornameid>64943</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_gate.xml</animfile>
    <allowedheightvariance>4.0000</allowedheightvariance>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_gate_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_gate_portrait.png</portraiticon>
    <rollovertextid>64941</rollovertextid>
    <shortrollovertextid>64940</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>Doppled</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>PlayerOwnsObstruction</flag>
    <flag>SelectWithObstruction</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>wallBuild</flag>
    <flag>ColonyBuilding</flag>
    <flag>DontFlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1200" name="ypSPCIndianFortWallBarracks">
    <dbid>1781</dbid>
    <displaynameid>64954</displaynameid>
    <editornameid>64955</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_barracks.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64953</rollovertextid>
    <shortrollovertextid>64952</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">65.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1201" name="ypSPCIndianFortWallLarge">
    <dbid>1782</dbid>
    <displaynameid>64958</displaynameid>
    <editornameid>64959</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_large.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64957</rollovertextid>
    <shortrollovertextid>64956</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1202" name="ypSPCIndianFortWallMedium">
    <dbid>1783</dbid>
    <displaynameid>64962</displaynameid>
    <editornameid>64963</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_medium.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64961</rollovertextid>
    <shortrollovertextid>64960</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1203" name="ypSPCIndianFortWallSmall">
    <dbid>1784</dbid>
    <displaynameid>64966</displaynameid>
    <editornameid>64967</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_small.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64965</rollovertextid>
    <shortrollovertextid>64964</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1204" name="ypSPCIndianFortWallStable">
    <dbid>1785</dbid>
    <displaynameid>64970</displaynameid>
    <editornameid>64971</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_wall_stable.xml</animfile>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\spc\fort\spc_fort_wall_icon64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\fort\spc_fort_wall_portrait.png</portraiticon>
    <rollovertextid>64969</rollovertextid>
    <shortrollovertextid>64968</shortrollovertextid>
    <initialhitpoints>3500.0000</initialhitpoints>
    <maxhitpoints>3500.0000</maxhitpoints>
    <los>6.0000</los>
    <cost resourcetype="Wood">15.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractWall</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>SelectWithObstruction</flag>
    <flag>Doppled</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>wallBuild</flag>
    <flag>DontFlattenGround</flag>
    <flag>NeverShowButton</flag>
    <flag>UseAlignedObstructionOnMinimap</flag>
    <flag>NoIdleActions</flag>
    <flag>TileAlignPlacement</flag>
    <flag>ColonyBuilding</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1205" name="ypWCConfucianAcademy2">
    <dbid>1786</dbid>
    <displaynameid>64974</displaynameid>
    <editornameid>64975</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\confucian_academy\confucian_academy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_portrait.png</portraiticon>
    <rollovertextid>64973</rollovertextid>
    <shortrollovertextid>64972</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">WonderFlyingCrow</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>confucianacademy.tactics</tactics>
  </unit>
  <unit id="1206" name="ypWCConfucianAcademy3">
    <dbid>1787</dbid>
    <displaynameid>64978</displaynameid>
    <editornameid>64979</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\confucian_academy\confucian_academy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_portrait.png</portraiticon>
    <rollovertextid>64977</rollovertextid>
    <shortrollovertextid>64976</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="0">WonderFlyingCrow</command>
    <command page="10" column="7">Delete</command>
    <tactics>confucianacademy.tactics</tactics>
  </unit>
  <unit id="1207" name="ypWCConfucianAcademy4">
    <dbid>1788</dbid>
    <displaynameid>64982</displaynameid>
    <editornameid>64983</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\confucian_academy\confucian_academy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_portrait.png</portraiticon>
    <rollovertextid>64981</rollovertextid>
    <shortrollovertextid>64980</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">WonderFlyingCrow</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>confucianacademy.tactics</tactics>
  </unit>
  <unit id="1208" name="ypWCConfucianAcademy5">
    <dbid>1789</dbid>
    <displaynameid>64986</displaynameid>
    <editornameid>64987</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\confucian_academy\confucian_academy.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\confucian_academy\confucian_academy_icon_portrait.png</portraiticon>
    <rollovertextid>64985</rollovertextid>
    <shortrollovertextid>64984</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="0">WonderFlyingCrow</command>
    <command page="10" column="7">Delete</command>
    <tactics>confucianacademy.tactics</tactics>
  </unit>
  <unit id="1209" name="ypWCSummerPalace2">
    <dbid>1790</dbid>
    <displaynameid>64993</displaynameid>
    <editornameid>64994</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\summer_palace\summer_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_portrait.png</portraiticon>
    <rollovertextid>64992</rollovertextid>
    <shortrollovertextid>64991</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractCommunityPlaza</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="1">WonderStandardArmy</command>
    <command page="9" column="0">WonderOldHanArmy</command>
    <command page="9" column="2">WonderMingArmy</command>
    <command page="9" column="3">WonderTerritorialArmy</command>
    <command page="9" column="4">WonderForbiddenArmy</command>
    <command page="9" column="5">WonderImperialArmy</command>
    <tactics>summerpalace.tactics</tactics>
  </unit>
  <unit id="1210" name="ypWCSummerPalace3">
    <dbid>1791</dbid>
    <displaynameid>64997</displaynameid>
    <editornameid>64998</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\summer_palace\summer_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_portrait.png</portraiticon>
    <rollovertextid>64996</rollovertextid>
    <shortrollovertextid>64995</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCommunityPlaza</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="1">WonderStandardArmy</command>
    <command page="9" column="0">WonderOldHanArmy</command>
    <command page="9" column="2">WonderMingArmy</command>
    <command page="9" column="3">WonderTerritorialArmy</command>
    <command page="9" column="4">WonderForbiddenArmy</command>
    <command page="9" column="5">WonderImperialArmy</command>
    <tactics>summerpalace.tactics</tactics>
  </unit>
  <unit id="1211" name="ypWCSummerPalace4">
    <dbid>1792</dbid>
    <displaynameid>65001</displaynameid>
    <editornameid>65002</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\summer_palace\summer_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_portrait.png</portraiticon>
    <rollovertextid>65000</rollovertextid>
    <shortrollovertextid>64999</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>AbstractCommunityPlaza</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="1">WonderStandardArmy</command>
    <command page="9" column="0">WonderOldHanArmy</command>
    <command page="9" column="2">WonderMingArmy</command>
    <command page="9" column="3">WonderTerritorialArmy</command>
    <command page="9" column="4">WonderForbiddenArmy</command>
    <command page="9" column="5">WonderImperialArmy</command>
    <tactics>summerpalace.tactics</tactics>
  </unit>
  <unit id="1212" name="ypWCSummerPalace5">
    <dbid>1793</dbid>
    <displaynameid>65005</displaynameid>
    <editornameid>65006</editornameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\summer_palace\summer_palace.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\summer_palace\summer_palace_icon_portrait.png</portraiticon>
    <rollovertextid>65004</rollovertextid>
    <shortrollovertextid>65003</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCommunityPlaza</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>YPForceTrainAtBaseTrainPoints</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="9" column="1">WonderStandardArmy</command>
    <command page="9" column="0">WonderOldHanArmy</command>
    <command page="9" column="2">WonderMingArmy</command>
    <command page="9" column="3">WonderTerritorialArmy</command>
    <command page="9" column="4">WonderForbiddenArmy</command>
    <command page="9" column="5">WonderImperialArmy</command>
    <tactics>summerpalace.tactics</tactics>
  </unit>
  <unit id="1213" name="ypWCWhitePagoda2">
    <dbid>1797</dbid>
    <displaynameid>65017</displaynameid>
    <editornameid>65018</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\white_pagoda\white_pagoda.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_portrait.png</portraiticon>
    <rollovertextid>65016</rollovertextid>
    <shortrollovertextid>65015</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1214" name="ypWCWhitePagoda3">
    <dbid>1798</dbid>
    <displaynameid>65021</displaynameid>
    <editornameid>65022</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\white_pagoda\white_pagoda.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_portrait.png</portraiticon>
    <rollovertextid>65020</rollovertextid>
    <shortrollovertextid>65019</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1215" name="ypWCWhitePagoda5">
    <dbid>1799</dbid>
    <displaynameid>65025</displaynameid>
    <editornameid>65026</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\white_pagoda\white_pagoda.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_portrait.png</portraiticon>
    <rollovertextid>65024</rollovertextid>
    <shortrollovertextid>65023</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1216" name="ypWCWhitePagoda4">
    <dbid>1800</dbid>
    <displaynameid>65029</displaynameid>
    <editornameid>65030</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\white_pagoda\white_pagoda.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\white_pagoda\White_Pagoda_icon_portrait.png</portraiticon>
    <rollovertextid>65028</rollovertextid>
    <shortrollovertextid>65027</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindMilitaryWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
  </unit>
  <unit id="1217" name="ypWCPorcelainTower2">
    <dbid>1801</dbid>
    <displaynameid>65033</displaynameid>
    <editornameid>65034</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\porcelain_tower\porcelain_tower.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait.png</portraiticon>
    <rollovertextid>65032</rollovertextid>
    <shortrollovertextid>65031</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">800.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="9" column="3">WonderCoin</command>
    <command page="9" column="1">WonderFood</command>
    <command page="9" column="2">WonderWood</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="0">TacticTrade</command>
    <command page="10" column="7">Delete</command>
    <tactics>porcelaintower.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">2.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowCoin</name>
      <type>AutoGather</type>
      <rate type="Gold">0.600000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowFood</name>
      <type>AutoGather</type>
      <rate type="Food">0.600000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.180000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.600000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowXP</name>
      <type>AutoGather</type>
      <rate type="XP">0.180000</rate>
    </protoaction>
  </unit>
  <unit id="1218" name="ypWCPorcelainTower3">
    <dbid>1802</dbid>
    <displaynameid>65037</displaynameid>
    <editornameid>65038</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\porcelain_tower\porcelain_tower.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait.png</portraiticon>
    <rollovertextid>65036</rollovertextid>
    <shortrollovertextid>65035</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>145.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">1200.0000</cost>
    <cost resourcetype="Gold">1000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="0">TacticTrade</command>
    <command page="9" column="3">WonderCoin</command>
    <command page="9" column="1">WonderFood</command>
    <command page="9" column="2">WonderWood</command>
    <tactics>porcelaintower.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">4.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowCoin</name>
      <type>AutoGather</type>
      <rate type="Gold">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowFood</name>
      <type>AutoGather</type>
      <rate type="Food">1.250000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.250000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowWood</name>
      <type>AutoGather</type>
      <rate type="Wood">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowXP</name>
      <type>AutoGather</type>
      <rate type="XP">0.250000</rate>
    </protoaction>
  </unit>
  <unit id="1219" name="ypWCPorcelainTower4">
    <dbid>1803</dbid>
    <displaynameid>65041</displaynameid>
    <editornameid>65042</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\porcelain_tower\porcelain_tower.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait.png</portraiticon>
    <rollovertextid>65040</rollovertextid>
    <shortrollovertextid>65039</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">2000.0000</cost>
    <cost resourcetype="Gold">1200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>EnterHotkeyContext</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="0">TacticTrade</command>
    <command page="9" column="3">WonderCoin</command>
    <command page="9" column="1">WonderFood</command>
    <command page="9" column="2">WonderWood</command>
    <tactics>porcelaintower.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">5.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowCoin</name>
      <type>AutoGather</type>
      <rate type="Gold">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowFood</name>
      <type>AutoGather</type>
      <rate type="Food">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.400000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowWood</name>
      <type>AutoGather</type>
      <rate type="Wood">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowXP</name>
      <type>AutoGather</type>
      <rate type="XP">0.400000</rate>
    </protoaction>
  </unit>
  <unit id="1220" name="ypWCPorcelainTower5">
    <dbid>1804</dbid>
    <displaynameid>65045</displaynameid>
    <editornameid>65046</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\wonders\porcelain_tower\porcelain_tower.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>barracks</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_64.png</icon>
    <minimapicon>ui\minimap\wonder_16x16</minimapicon>
    <portraiticon>resources\art\buildings\wonders\porcelain_tower\porcelain_tower_icon_portrait.png</portraiticon>
    <rollovertextid>65044</rollovertextid>
    <shortrollovertextid>65043</shortrollovertextid>
    <initialhitpoints>5000.0000</initialhitpoints>
    <maxhitpoints>5000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>120.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>240.0000</bounty>
    <cost resourcetype="Food">4000.0000</cost>
    <cost resourcetype="Gold">4000.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractPoliticalWonder</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWonder</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindEconomicWonder</unittype>
    <tech row="0" page="1" column="1">SaloonWildWest</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="0">TacticTrade</command>
    <command page="9" column="3">WonderCoin</command>
    <command page="9" column="1">WonderFood</command>
    <command page="9" column="2">WonderWood</command>
    <tactics>porcelaintower.tactics</tactics>
    <protoaction>
      <name>AutoGatherCoin</name>
      <rate type="Gold">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">6.500000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowCoin</name>
      <type>AutoGather</type>
      <rate type="Gold">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowFood</name>
      <type>AutoGather</type>
      <rate type="Food">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowWood</name>
      <type>AutoGather</type>
      <rate type="Wood">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>RainbowXP</name>
      <type>AutoGather</type>
      <rate type="XP">0.500000</rate>
    </protoaction>
  </unit>
  <unit id="1221" name="ypSepoyMansabdar">
    <dbid>1806</dbid>
    <displaynameid>65135</displaynameid>
    <editornameid>65136</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\sepoy\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\sepoy_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\sepoy_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65134</rollovertextid>
    <shortrollovertextid>65133</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Food">180.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractSepoy</unittype>
    <unittype>AbstractMansabdar</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mansabdarsepoy.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1222" name="ypUrumiMansabdar">
    <dbid>1807</dbid>
    <displaynameid>65145</displaynameid>
    <editornameid>65146</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\urumi\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\urumi_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\urumi_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65144</rollovertextid>
    <shortrollovertextid>65143</shortrollovertextid>
    <initialhitpoints>520.0000</initialhitpoints>
    <maxhitpoints>520.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Food">320.0000</cost>
    <cost resourcetype="Gold">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractUrumi</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>ExclusiveUniqueUnit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>mansabdarurumi.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>37.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>19.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>2.000000</maxrange>
      <rof>1.000000</rof>
      <damagecap>38.000000</damagecap>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1223" name="ypRajputMansabdar">
    <dbid>1808</dbid>
    <displaynameid>65149</displaynameid>
    <editornameid>65150</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\rajput\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\rajput_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\rajput_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65148</rollovertextid>
    <shortrollovertextid>65147</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>28.0000</bounty>
    <buildbounty>28.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <cost resourcetype="Wood">70.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRajput</unittype>
    <unittype>AbstractMansabdar</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mansabdarrajput.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.300000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1224" name="ypSowarMansabdar">
    <dbid>1809</dbid>
    <displaynameid>65153</displaynameid>
    <editornameid>65154</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\sowar\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\sowar_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\sowar_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65152</rollovertextid>
    <shortrollovertextid>65151</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>32.0000</bounty>
    <buildbounty>32.0000</buildbounty>
    <cost resourcetype="Food">160.0000</cost>
    <cost resourcetype="Gold">160.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractSowar</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCamel</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>mansabdarsowar.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <type>AutoGather</type>
      <rate type="Food">0.050000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>66.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1225" name="ypZamburakMansabdar">
    <dbid>1810</dbid>
    <displaynameid>65157</displaynameid>
    <editornameid>65158</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\zamburak\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\zamburak_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\zamburak_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65156</rollovertextid>
    <shortrollovertextid>65155</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCamel</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractZamburak</unittype>
    <unittype>AbstractMansabdar</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mansabdarzamburak.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <type>AutoGather</type>
      <rate type="Food">0.050000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.500000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1226" name="ypConsulateFalconet">
    <dbid>1812</dbid>
    <displaynameid>65382</displaynameid>
    <editornameid>65383</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\consulate\falconet\falconet.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\falconet\falconet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <rollovertextid>65381</rollovertextid>
    <shortrollovertextid>65380</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateSiegeFortress</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>falconet.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1227" name="ypConsulateCulverin">
    <dbid>1813</dbid>
    <displaynameid>65386</displaynameid>
    <editornameid>65387</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\culverin\culverin.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\culverin\culverin_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\culverin\culverin_portrait.png</portraiticon>
    <rollovertextid>65385</rollovertextid>
    <shortrollovertextid>65384</shortrollovertextid>
    <initialhitpoints>280.0000</initialhitpoints>
    <maxhitpoints>280.0000</maxhitpoints>
    <los>36.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractConsulateSiegeFortress</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>culverin.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>34.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractArtillery">4.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Ship">10.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1228" name="ypConsulateMortar">
    <dbid>1814</dbid>
    <displaynameid>65390</displaynameid>
    <editornameid>65391</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\consulate\mortar\mortar.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\mortar\mortar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\mortar\mortar_portrait.png</portraiticon>
    <rollovertextid>65389</rollovertextid>
    <shortrollovertextid>65388</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>45.0000</bounty>
    <buildbounty>45.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateSiegeFortress</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>mortar.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>1000.000000</damagecap>
      <damagebonus type="Ship">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1229" name="ypConsulateGreatBombard">
    <dbid>1815</dbid>
    <displaynameid>65394</displaynameid>
    <editornameid>65395</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\consulate\great_bombard\great_bombard.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\great_bombard\great_bombard_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\great_bombard\great_bombard_portrait.png</portraiticon>
    <rollovertextid>65393</rollovertextid>
    <shortrollovertextid>65392</shortrollovertextid>
    <initialhitpoints>475.0000</initialhitpoints>
    <maxhitpoints>475.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractConsulateSiegeIndustrial</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>greatBombard.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damage>500.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>8.000000</rof>
      <damagecap>1000.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.400000</damagebonus>
      <damagearea>5.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>GreatBombardBall</projectile>
      <damagebonus type="Ship">1.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1230" name="ypConsulateHorseArtillery">
    <dbid>1816</dbid>
    <displaynameid>65398</displaynameid>
    <editornameid>65399</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\consulate\horse_artillery\horse_artillery.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\horse_artillery_icon.png</icon>
    <portraiticon>resources\art\units\horse_artillery_portrait.png</portraiticon>
    <rollovertextid>65397</rollovertextid>
    <shortrollovertextid>65396</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>30.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>60.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateSiegeIndustrial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>horseartillery.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>125.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>26.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>250.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1231" name="ypConsulateArmyOttoman1">
    <dbid>1819</dbid>
    <displaynameid>65410</displaynameid>
    <editornameid>65411</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\ottoman_expeditionary_company.png</icon>
    <portraiticon>resources\art\units\asians\consulate\ottoman_expeditionary_company.png</portraiticon>
    <rollovertextid>65409</rollovertextid>
    <shortrollovertextid>65408</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1232" name="ypConsulateArmyDutch1">
    <dbid>1821</dbid>
    <displaynameid>65418</displaynameid>
    <editornameid>65419</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\consulate\dutch_expeditionary_company.png</icon>
    <portraiticon>resources\art\units\asians\consulate\dutch_expeditionary_company.png</portraiticon>
    <rollovertextid>65417</rollovertextid>
    <shortrollovertextid>65416</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1233" name="ypConsulateArmyRussian1">
    <dbid>1822</dbid>
    <displaynameid>65422</displaynameid>
    <editornameid>65423</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\rus_armies\rus_company_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\rus_armies\rus_company_icon_64.png</portraiticon>
    <rollovertextid>65421</rollovertextid>
    <shortrollovertextid>65420</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1234" name="ypConsulateArmyFrench1">
    <dbid>1824</dbid>
    <displaynameid>65430</displaynameid>
    <editornameid>65431</editornameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\skirmisher\skirmisher.xml</animfile>
    <icon>resources\art\units\asians\consulate\french_armies\french_company_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\french_armies\french_company_icon_64.png</portraiticon>
    <rollovertextid>65429</rollovertextid>
    <shortrollovertextid>65428</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1235" name="ypConsulateBestieros">
    <dbid>1825</dbid>
    <displaynameid>65434</displaynameid>
    <editornameid>65435</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\crossbow\crossbow.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\crossbow\crossbow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\crossbow\crossbow_portrait.png</portraiticon>
    <rollovertextid>65433</rollovertextid>
    <shortrollovertextid>65432</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archeraccurate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1236" name="ypConsulateArmyPortuguese1">
    <dbid>1826</dbid>
    <displaynameid>65438</displaynameid>
    <editornameid>65439</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\asians\consulate\por_armies\por_company_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\por_armies\por_company_icon_64.png</portraiticon>
    <rollovertextid>65437</rollovertextid>
    <shortrollovertextid>65436</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1237" name="ypTreeCoastalJapan">
    <dbid>1827</dbid>
    <displaynameid>65475</displaynameid>
    <editornameid>65476</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_coastal_japan.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>65474</rollovertextid>
    <shortrollovertextid>65473</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1238" name="ypIrregular">
    <dbid>1829</dbid>
    <displaynameid>65487</displaynameid>
    <editornameid>65488</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\irregular\irregular.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\irregular\asian_irregular_gun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\irregular\asian_irregular_gun_icon_portrait.png</portraiticon>
    <rollovertextid>65486</rollovertextid>
    <shortrollovertextid>65485</shortrollovertextid>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>2.0000</trainpoints>
    <cost resourcetype="Food">20.0000</cost>
    <cost resourcetype="Gold">20.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>LifespanUnit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractIrregular</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1239" name="ypPeasant">
    <dbid>1830</dbid>
    <displaynameid>65491</displaynameid>
    <editornameid>65492</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\peasant\peasant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\irregular\asian_irregular_spear_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\irregular\asian_irregular_spear_icon_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>65490</rollovertextid>
    <shortrollovertextid>65489</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>1.0000</trainpoints>
    <cost resourcetype="Food">20.0000</cost>
    <cost resourcetype="Gold">20.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractIrregular</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1240" name="ypTradeMarketAsian">
    <dbid>1831</dbid>
    <displaynameid>65500</displaynameid>
    <editornameid>65501</editornameid>
    <obstructionradiusx>5.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\trade_market\trade_market.xml</animfile>
    <deadreplacement>BuildingRubble5x5</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\trade_market\japan\japanese_market_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\trade_market\japan\japanese_market_icon_portrait.png</portraiticon>
    <rollovertextid>65499</rollovertextid>
    <shortrollovertextid>65498</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>3</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractMarket</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="1" column="0">ypMarketBerryDogs</tech>
    <tech row="0" page="1" column="0">ypMarketBerryTraps</tech>
    <tech row="0" page="1" column="1">ypImpDeforestationAsian</tech>
    <tech row="0" page="1" column="1">ypMarketCircularSaw</tech>
    <tech row="0" page="1" column="1">ypMarketGangsaw</tech>
    <tech row="0" page="1" column="0">ypMarketHuntingDogs</tech>
    <tech row="0" page="1" column="1">ypMarketLogFlume</tech>
    <tech row="0" page="1" column="2">ypMarketPlacerMines</tech>
    <tech row="0" page="1" column="2">ypMarketAmalgamation</tech>
    <tech row="0" page="1" column="0">ypMarketSteelTraps</tech>
    <tech row="0" page="1" column="3">ypMarketWheelbarrow</tech>
    <tech row="0" page="1" column="5">ypMarketSpiritMedicine</tech>
    <tech row="0" page="1" column="3">ypMarketWheelbarrow2</tech>
    <flag>EnterHotkeyContext</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="7" column="1">MarketBuy2</command>
    <command page="7" column="0">MarketBuy1</command>
    <command page="8" column="0">MarketSell1</command>
    <command page="8" column="1">MarketSell2</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Gold">1.750000</rate>
    </protoaction>
  </unit>
  <unit id="1241" name="ypDaimyoKiyomasa">
    <dbid>1832</dbid>
    <displaynameid>65572</displaynameid>
    <editornameid>65573</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_portrait.png</portraiticon>
    <rollovertextid>65571</rollovertextid>
    <shortrollovertextid>65570</shortrollovertextid>
    <initialhitpoints>650.0000</initialhitpoints>
    <maxhitpoints>650.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1242" name="ypDaimyoMototada">
    <dbid>1833</dbid>
    <displaynameid>65576</displaynameid>
    <editornameid>65577</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\daimyo_mototada\daimyo_mototada_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\daimyo_mototada\daimyo_mototada_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\daimyo_mototada\daimyo_mototada_icon_portrait.png</portraiticon>
    <rollovertextid>65575</rollovertextid>
    <shortrollovertextid>65574</shortrollovertextid>
    <initialhitpoints>650.0000</initialhitpoints>
    <maxhitpoints>650.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1243" name="ypDaimyoMasamune">
    <dbid>1834</dbid>
    <displaynameid>65582</displaynameid>
    <editornameid>65583</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\daimyo_Masamune\daimyo_masamune_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_portrait.png</portraiticon>
    <rollovertextid>65581</rollovertextid>
    <shortrollovertextid>65580</shortrollovertextid>
    <initialhitpoints>650.0000</initialhitpoints>
    <maxhitpoints>650.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1244" name="ypFishMolaMola">
    <dbid>1836</dbid>
    <displaynameid>65590</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\mola_mola.xml</animfile>
    <icon>resources\art\units\animals\fish\mola_mola_icon.png</icon>
    <portraiticon>resources\art\units\animals\fish\mola_mola_icon_portrait.png</portraiticon>
    <rollovertextid>65589</rollovertextid>
    <shortrollovertextid>65588</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Fish</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractFish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1245" name="ypFishTuna">
    <dbid>1837</dbid>
    <displaynameid>65593</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <animfile>units\animals\fish\tuna.xml</animfile>
    <icon>resources\art\units\animals\fish\tuna_icon.png</icon>
    <portraiticon>resources\art\units\animals\fish\tuna_icon_portrait.png</portraiticon>
    <rollovertextid>65592</rollovertextid>
    <shortrollovertextid>65591</shortrollovertextid>
    <los>0.0000</los>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>fish</resourcesubtype>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.5000" green="0.5000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>AbstractFish</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Fish</unittype>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>TieToWaterSurface</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NonSolid</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1246" name="ypTekkousen">
    <dbid>1839</dbid>
    <displaynameid>65600</displaynameid>
    <editornameid>65601</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\tekkousen\tekkousen.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\tekkousen\tekkousen_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\tekkousen\tekkousen_icon_portrait.png</portraiticon>
    <rollovertextid>65599</rollovertextid>
    <shortrollovertextid>65598</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>100.0000</buildbounty>
    <cost resourcetype="Wood">500.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>frigate.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>90.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>180.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1247" name="ypConsulateEspadachins">
    <dbid>1843</dbid>
    <displaynameid>65770</displaynameid>
    <editornameid>65771</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\redolero\redolero.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\redolero\redolero_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\redolero\redolero_portrait.png</portraiticon>
    <rollovertextid>65769</rollovertextid>
    <shortrollovertextid>65768</shortrollovertextid>
    <initialhitpoints>135.0000</initialhitpoints>
    <maxhitpoints>135.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Gold">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1248" name="ypConsulateStadhouders">
    <dbid>1845</dbid>
    <displaynameid>65778</displaynameid>
    <editornameid>65779</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\musketeer\musketeer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\musketeer\musketeer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\musketeer\musketeer_portrait.png</portraiticon>
    <rollovertextid>65777</rollovertextid>
    <shortrollovertextid>65776</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>23.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1249" name="ypConsulateTufanciCorps">
    <dbid>1846</dbid>
    <displaynameid>65782</displaynameid>
    <editornameid>65783</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\janissary\janissary.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\janissary\janissary_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\janissary\janissary_icon_128.png</portraiticon>
    <rollovertextid>65781</rollovertextid>
    <shortrollovertextid>65780</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1250" name="ypConsulateGendarmes">
    <dbid>1847</dbid>
    <displaynameid>65786</displaynameid>
    <editornameid>65787</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.2500</maxvelocity>
    <maxrunvelocity>8.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\cuirassier\cuirassier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\cuirassier\cuirassier_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\cuirassier\cuirassier_portrait.png</portraiticon>
    <rollovertextid>65785</rollovertextid>
    <shortrollovertextid>65784</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Food">150.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1251" name="ypConsulateCzapakaUhlan">
    <dbid>1848</dbid>
    <displaynameid>65790</displaynameid>
    <editornameid>65791</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\uhlan\uhlan_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\uhlan\uhlan_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\uhlan\uhlan_portrait.png</portraiticon>
    <rollovertextid>65789</rollovertextid>
    <shortrollovertextid>65788</shortrollovertextid>
    <initialhitpoints>190.0000</initialhitpoints>
    <maxhitpoints>190.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>25.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>75.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1252" name="ypConsulateZweihander">
    <dbid>1849</dbid>
    <displaynameid>65794</displaynameid>
    <editornameid>65795</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\dopplesoldner\dopplesoldner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry\dopplesoldner\dopplesoldner_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry\dopplesoldner\dopplesoldner_portrait.png</portraiticon>
    <rollovertextid>65793</rollovertextid>
    <shortrollovertextid>65792</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">125.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>20.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractLightInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1253" name="ypConsulateRogersRanger">
    <dbid>1850</dbid>
    <displaynameid>65798</displaynameid>
    <editornameid>65799</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\skirmisher\skirmisher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\skirmisher\skirmisher_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\skirmisher\skirmisher_portrait.png</portraiticon>
    <rollovertextid>65797</rollovertextid>
    <shortrollovertextid>65796</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1254" name="ypConsulateArmyOttoman2">
    <dbid>1851</dbid>
    <displaynameid>65802</displaynameid>
    <editornameid>65803</editornameid>
    <populationcount>12</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\ottoman_company.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\janissary\janissary_icon_128.png</portraiticon>
    <rollovertextid>65801</rollovertextid>
    <shortrollovertextid>65800</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1255" name="ypConsulateArmyOttoman3">
    <dbid>1852</dbid>
    <displaynameid>65806</displaynameid>
    <editornameid>65807</editornameid>
    <populationcount>25</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\ottoman_army.png</icon>
    <portraiticon>resources\art\units\artillery\great_bombard\great_bombard_portrait.png</portraiticon>
    <rollovertextid>65805</rollovertextid>
    <shortrollovertextid>65804</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1256" name="ypConsulateArmyPortuguese2">
    <dbid>1853</dbid>
    <displaynameid>65810</displaynameid>
    <editornameid>65811</editornameid>
    <populationcount>14</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\asians\consulate\por_armies\por_force_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\por_armies\por_force_icon_64.png</portraiticon>
    <rollovertextid>65809</rollovertextid>
    <shortrollovertextid>65808</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1257" name="ypConsulateArmyPortuguese3">
    <dbid>1854</dbid>
    <displaynameid>65814</displaynameid>
    <editornameid>65815</editornameid>
    <populationcount>25</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\asians\consulate\por_armies\por_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\por_armies\por_army_icon_64.png</portraiticon>
    <rollovertextid>65813</rollovertextid>
    <shortrollovertextid>65812</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1258" name="ypConsulateArmyDutch2">
    <dbid>1855</dbid>
    <displaynameid>65818</displaynameid>
    <editornameid>65819</editornameid>
    <populationcount>13</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\consulate\dutch_expeditionary_force.png</icon>
    <portraiticon>resources\art\units\asians\consulate\dutch_expeditionary_force.png</portraiticon>
    <rollovertextid>65817</rollovertextid>
    <shortrollovertextid>65816</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1259" name="ypConsulateArmyDutch3">
    <dbid>1856</dbid>
    <displaynameid>65822</displaynameid>
    <editornameid>65823</editornameid>
    <populationcount>17</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\consulate\dutch_army.png</icon>
    <portraiticon>resources\art\units\artillery\mortar\mortar_portrait.png</portraiticon>
    <rollovertextid>65821</rollovertextid>
    <shortrollovertextid>65820</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1260" name="ypConsulateArmyRussian2">
    <dbid>1857</dbid>
    <displaynameid>65826</displaynameid>
    <editornameid>65827</editornameid>
    <populationcount>9</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\rus_armies\rus_force_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\rus_armies\rus_force_icon_64.png</portraiticon>
    <rollovertextid>65825</rollovertextid>
    <shortrollovertextid>65824</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1261" name="ypConsulateArmyRussian3">
    <dbid>1858</dbid>
    <displaynameid>65830</displaynameid>
    <editornameid>65831</editornameid>
    <populationcount>26</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\grenadier\grenadier.xml</animfile>
    <icon>resources\art\units\asians\consulate\rus_armies\rus_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\rus_armies\rus_army_icon_64.png</portraiticon>
    <rollovertextid>65829</rollovertextid>
    <shortrollovertextid>65828</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1262" name="ypConsulateArmyBritish1">
    <dbid>1859</dbid>
    <displaynameid>65834</displaynameid>
    <editornameid>65835</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\consulate\british_armies\british_company_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\british_armies\british_company_icon_64.png</portraiticon>
    <rollovertextid>65833</rollovertextid>
    <shortrollovertextid>65832</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1263" name="ypConsulateArmyBritish2">
    <dbid>1860</dbid>
    <displaynameid>65838</displaynameid>
    <editornameid>65839</editornameid>
    <populationcount>13</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <icon>resources\art\units\asians\consulate\british_armies\british_force_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\british_armies\british_force_icon_64.png</portraiticon>
    <rollovertextid>65837</rollovertextid>
    <shortrollovertextid>65836</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1264" name="ypConsulateArmyBritish3">
    <dbid>1861</dbid>
    <displaynameid>65842</displaynameid>
    <editornameid>65843</editornameid>
    <populationcount>27</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <icon>resources\art\units\asians\consulate\british_armies\british_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\british_armies\british_army_icon_64.png</portraiticon>
    <rollovertextid>65841</rollovertextid>
    <shortrollovertextid>65840</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1265" name="ypConsulateArmySpanish2">
    <dbid>1862</dbid>
    <displaynameid>65846</displaynameid>
    <editornameid>65847</editornameid>
    <populationcount>15</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\tercio\tercio.xml</animfile>
    <icon>resources\art\units\asians\consulate\spanish_company.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>65845</rollovertextid>
    <shortrollovertextid>65844</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>100.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1266" name="ypConsulateArmySpanish3">
    <dbid>1863</dbid>
    <displaynameid>65850</displaynameid>
    <editornameid>65851</editornameid>
    <populationcount>28</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\tercio\tercio.xml</animfile>
    <icon>resources\art\units\asians\consulate\spanish_army.png</icon>
    <portraiticon>resources\art\units\infantry\redolero\redolero_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>65849</rollovertextid>
    <shortrollovertextid>65848</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1267" name="ypConsulateArmyFrench2">
    <dbid>1864</dbid>
    <displaynameid>65854</displaynameid>
    <editornameid>65855</editornameid>
    <populationcount>18</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\skirmisher\skirmisher.xml</animfile>
    <icon>resources\art\units\asians\consulate\french_armies\french_force_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\french_armies\french_force_icon_64.png</portraiticon>
    <rollovertextid>65853</rollovertextid>
    <shortrollovertextid>65852</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1268" name="ypConsulateArmyFrench3">
    <dbid>1865</dbid>
    <displaynameid>65858</displaynameid>
    <editornameid>65859</editornameid>
    <populationcount>27</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\skirmisher\skirmisher.xml</animfile>
    <icon>resources\art\units\asians\consulate\french_armies\french_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\consulate\french_armies\french_army_icon_64.png</portraiticon>
    <rollovertextid>65857</rollovertextid>
    <shortrollovertextid>65856</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1269" name="ypConsulateArmyGerman1">
    <dbid>1866</dbid>
    <displaynameid>65862</displaynameid>
    <editornameid>65863</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <icon>resources\art\units\asians\consulate\german_expeditionary_company.png</icon>
    <portraiticon>resources\art\units\asians\consulate\german_expeditionary_company.png</portraiticon>
    <rollovertextid>65861</rollovertextid>
    <shortrollovertextid>65860</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1270" name="ypConsulateArmyGerman2">
    <dbid>1867</dbid>
    <displaynameid>65866</displaynameid>
    <editornameid>65867</editornameid>
    <populationcount>12</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <icon>resources\art\units\asians\consulate\germany_company.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\skirmisher\skirmisher_portrait.png</portraiticon>
    <rollovertextid>65865</rollovertextid>
    <shortrollovertextid>65864</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1271" name="ypConsulateArmyGerman3">
    <dbid>1868</dbid>
    <displaynameid>65870</displaynameid>
    <editornameid>65871</editornameid>
    <populationcount>25</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\redcoat\redcoat.xml</animfile>
    <icon>resources\art\units\asians\consulate\germany_army.png</icon>
    <portraiticon>resources\art\units\artillery\cannon\cannon_portrait.png</portraiticon>
    <rollovertextid>65869</rollovertextid>
    <shortrollovertextid>65868</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>120.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1272" name="ypConsulateCannon">
    <dbid>1869</dbid>
    <displaynameid>65874</displaynameid>
    <editornameid>65875</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\consulate\cannon\cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\cannon\cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\artillery\cannon\cannon_portrait.png</portraiticon>
    <rollovertextid>65873</rollovertextid>
    <shortrollovertextid>65872</shortrollovertextid>
    <initialhitpoints>475.0000</initialhitpoints>
    <maxhitpoints>475.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>115.0000</trainpoints>
    <bounty>70.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>AbstractConsulateSiegeIndustrial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>cannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>200.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>400.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">0.750000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1273" name="ypConsulateGardener">
    <dbid>1871</dbid>
    <displaynameid>65884</displaynameid>
    <editornameid>65885</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\light_cavalry\light_cavalry_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\light_cavalry\light_cavalry_portrait.png</portraiticon>
    <rollovertextid>65883</rollovertextid>
    <shortrollovertextid>65882</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1274" name="ypConsulateKalmuck">
    <dbid>1872</dbid>
    <displaynameid>65888</displaynameid>
    <editornameid>65889</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\dragoon\dragoon_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\dragoon\dragoon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\dragoon\dragoon_portrait.png</portraiticon>
    <rollovertextid>65887</rollovertextid>
    <shortrollovertextid>65886</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.750000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagetype>Ranged</damagetype>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1275" name="ypConsulateBashkirPony">
    <dbid>1873</dbid>
    <displaynameid>65892</displaynameid>
    <editornameid>65893</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\light_cavalry\light_cavalry_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\light_cavalry\light_cavalry_icon_64x64.png</icon>
    <portraiticon>resources\art\units\cavalry\light_cavalry\light_cavalry_portrait.png</portraiticon>
    <rollovertextid>65891</rollovertextid>
    <shortrollovertextid>65890</shortrollovertextid>
    <initialhitpoints>320.0000</initialhitpoints>
    <maxhitpoints>320.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1276" name="ypConsulatePrussianNeedleGun">
    <dbid>1874</dbid>
    <displaynameid>65896</displaynameid>
    <editornameid>65897</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\skirmisher\skirmisher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\skirmisher\skirmisher_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\skirmisher\skirmisher_portrait.png</portraiticon>
    <rollovertextid>65895</rollovertextid>
    <shortrollovertextid>65894</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1277" name="ypConsulateYoungGarde">
    <dbid>1875</dbid>
    <displaynameid>65900</displaynameid>
    <editornameid>65901</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\grenadier\grenadier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\grenadier\grenadier_icon_64x64.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\grenadier\grenadier_portrait.png</portraiticon>
    <rollovertextid>65899</rollovertextid>
    <shortrollovertextid>65898</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Grenade</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>grenadier.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>54.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>36.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">0.300000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.300000</damagebonus>
      <damagebonus type="AbstractVillager">0.300000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1278" name="ypHowdahMansabdar">
    <dbid>1876</dbid>
    <displaynameid>65939</displaynameid>
    <editornameid>65940</editornameid>
    <populationcount>12</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\howdah\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\mansabdar\howdah_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\howdah_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65938</rollovertextid>
    <shortrollovertextid>65937</shortrollovertextid>
    <initialhitpoints>1334.0000</initialhitpoints>
    <maxhitpoints>1334.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Food">500.0000</cost>
    <cost resourcetype="Gold">700.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractHowdah</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>mansabdarhowdah.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>33.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>66.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>60.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.750000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.200000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1279" name="ypMahoutMansabdar">
    <dbid>1877</dbid>
    <displaynameid>65943</displaynameid>
    <editornameid>65944</editornameid>
    <populationcount>14</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\indians\mahout\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\mansabdar\mahout_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\mahout_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65942</rollovertextid>
    <shortrollovertextid>65941</shortrollovertextid>
    <initialhitpoints>1834.0000</initialhitpoints>
    <maxhitpoints>1834.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>130.0000</bounty>
    <buildbounty>130.0000</buildbounty>
    <cost resourcetype="Food">800.0000</cost>
    <cost resourcetype="Wood">500.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractMahout</unittype>
    <unittype>AbstractHandElephant</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mansabdarmahout.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>130.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>56.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">0.500000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>112.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1280" name="ypSiegeElephantMansabdar">
    <dbid>1878</dbid>
    <displaynameid>65947</displaynameid>
    <editornameid>65948</editornameid>
    <populationcount>14</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>4.5000</turnrate>
    <animfile>units\asians\indians\siege_elephant\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\siege_elephant_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65946</rollovertextid>
    <shortrollovertextid>65945</shortrollovertextid>
    <initialhitpoints>1400.0000</initialhitpoints>
    <maxhitpoints>1400.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>45.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>140.0000</bounty>
    <buildbounty>140.0000</buildbounty>
    <cost resourcetype="Wood">600.0000</cost>
    <cost resourcetype="Gold">700.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractSiegeElephant</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>mansabdarsiegeelephant2.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <type>AutoGather</type>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>400.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">10.000000</damagebonus>
      <damagebonus type="Ship">8.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1281" name="ypMercFlailiphantMansabdar">
    <dbid>1879</dbid>
    <displaynameid>65951</displaynameid>
    <editornameid>65952</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\flail_elephant\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\flail_elephant_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>65950</rollovertextid>
    <shortrollovertextid>65949</shortrollovertextid>
    <initialhitpoints>650.0000</initialhitpoints>
    <maxhitpoints>650.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>43.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Food">250.0000</cost>
    <cost resourcetype="Gold">250.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractElephant</unittype>
    <unittype>AbstractMercFlailiphant</unittype>
    <unittype>AbstractHandElephant</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>mansabdarflailiphant.tactics</tactics>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>80.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.500000</rof>
      <damagecap>130.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>28.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">0.670000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>28.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractArtillery">4.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1282" name="YPBerryWagon1">
    <dbid>1881</dbid>
    <displaynameid>65993</displaynameid>
    <editornameid>65994</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\orchard_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\unit_chinese_grove_rickshaw_icon_portrait.png</portraiticon>
    <rollovertextid>65992</rollovertextid>
    <shortrollovertextid>65991</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>9.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="1">ypBerryBuilding</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypBerryBuilding">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1283" name="ypBerryBuilding">
    <dbid>1882</dbid>
    <displaynameid>65997</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <placementobstructionradiusx>15.0000</placementobstructionradiusx>
    <placementobstructionradiusz>15.0000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\orchard\orchard.xml</animfile>
    <impacttype>Wood</impacttype>
    <placementfile>orchard.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\orchard\orchard_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\orchard\orchard_icon_portrait.png</portraiticon>
    <rollovertextid>65996</rollovertextid>
    <shortrollovertextid>65995</shortrollovertextid>
    <los>12.0000</los>
    <buildpoints>5.0000</buildpoints>
    <initialresource resourcetype="Food">50000.0000</initialresource>
    <resourcesubtype>forage</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractFruit</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Food</unittype>
    <unittype>Nature</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NotDeleteable</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NeverCountDeathAsLoss</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="Wood">2.750000</rate>
    </protoaction>
  </unit>
  <unit id="1284" name="ypFlamingArrow">
    <dbid>1887</dbid>
    <displaynameid>66004</displaynameid>
    <editornameid>66005</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\japanese\flaming_arrow\flaming_arrow.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\japanese\flaming_arrow\flaming_arrow_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\flaming_arrow\flaming_arrow_icon_portrait.png</portraiticon>
    <rollovertextid>66003</rollovertextid>
    <shortrollovertextid>66002</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>ypFlamingArrowAmmo</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>flamingarrow.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>75.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>140.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">5.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1285" name="ypMorutaru">
    <dbid>1888</dbid>
    <displaynameid>66008</displaynameid>
    <editornameid>66009</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.5000</maxvelocity>
    <maxrunvelocity>4.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\japanese\morutaru\morutaru.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\japanese\morutaru\morutaru_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\morutaru\morutaru_icon_portrait.png</portraiticon>
    <rollovertextid>66007</rollovertextid>
    <shortrollovertextid>66006</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>44.0000</los>
    <projectileprotounit>MortarShell</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">250.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArtillery</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>morutaru.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>385.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>6.000000</rof>
      <damagecap>750.000000</damagecap>
      <damagebonus type="Ship">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1286" name="ypTreeBorneo">
    <dbid>1891</dbid>
    <displaynameid>66051</displaynameid>
    <editornameid>66052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_borneo.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>66050</rollovertextid>
    <shortrollovertextid>66049</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1287" name="ypTreeBorneoPalm">
    <dbid>1892</dbid>
    <displaynameid>66059</displaynameid>
    <editornameid>66060</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_borneo_palm.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>66058</rollovertextid>
    <shortrollovertextid>66057</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1288" name="ypTreeBorneoCanopy">
    <dbid>1893</dbid>
    <displaynameid>66063</displaynameid>
    <editornameid>66064</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_borneo_canopy.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>66062</rollovertextid>
    <shortrollovertextid>66061</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1289" name="YPDockWagon">
    <dbid>1894</dbid>
    <displaynameid>66101</displaynameid>
    <editornameid>66102</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\misc_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>66100</rollovertextid>
    <shortrollovertextid>66099</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">Dock</train>
    <train row="0" page="6" column="0">YPDockAsian</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>dockwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="YPDockAsian">2.000000</rate>
      <rate type="Dock">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1290" name="ypSPCConsulateWagon">
    <dbid>1895</dbid>
    <displaynameid>66126</displaynameid>
    <editornameid>66127</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\misc_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>66125</rollovertextid>
    <shortrollovertextid>66124</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">ypConsulate</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypConsulate">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1291" name="ypSPCDaimyoKiyomasa">
    <dbid>1896</dbid>
    <displaynameid>66171</displaynameid>
    <editornameid>66172</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\daimyo_Kiyomasa\daimyo_kiyomasa_icon_portrait.png</portraiticon>
    <rollovertextid>66170</rollovertextid>
    <shortrollovertextid>66169</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1292" name="ypSPCDaimyoMasamune">
    <dbid>1897</dbid>
    <displaynameid>66175</displaynameid>
    <editornameid>66176</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\japanese\daimyo_Masamune\daimyo_masamune_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\daimyo_Masamune\daimyo_massamune_icon_portrait.png</portraiticon>
    <rollovertextid>66174</rollovertextid>
    <shortrollovertextid>66173</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1293" name="ypSPCDaimyoTadaoki">
    <dbid>1898</dbid>
    <displaynameid>66179</displaynameid>
    <editornameid>66180</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>66178</rollovertextid>
    <shortrollovertextid>66177</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <train row="0" page="0" column="0">ypYumi</train>
    <train row="0" page="0" column="4">ypYabusame</train>
    <train row="0" page="0" column="3">ypNaginataRider</train>
    <train row="0" page="0" column="2">ypKensei</train>
    <train row="0" page="0" column="1">ypAshigaru</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1294" name="ypCastleRegicide">
    <dbid>1907</dbid>
    <displaynameid>66221</displaynameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\castle_regicide\castle_regicide.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\castle_regicide\shogun_castle_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\castle_regicide\shogun_castle_icon_portrait.png</portraiticon>
    <rollovertextid>66220</rollovertextid>
    <shortrollovertextid>66219</shortrollovertextid>
    <initialhitpoints>6000.0000</initialhitpoints>
    <maxhitpoints>6000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindFort</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="9">SetUnitAsHomeCityGatherPoint</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1295" name="ypDaimyoRegicide">
    <dbid>1908</dbid>
    <displaynameid>66224</displaynameid>
    <editornameid>66225</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\daimyo_regicide\daimyo_regicide_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>66223</rollovertextid>
    <shortrollovertextid>66222</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>100.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="1" column="10">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>regent.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1296" name="ypConsulateArmySPCPortuguese1">
    <dbid>1909</dbid>
    <displaynameid>66242</displaynameid>
    <editornameid>66243</editornameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\artillery\culverin\culverin_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\culverin\culverin_portrait.png</portraiticon>
    <rollovertextid>66241</rollovertextid>
    <shortrollovertextid>66240</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1297" name="ypConsulateArmySPCPortuguese2">
    <dbid>1910</dbid>
    <displaynameid>66246</displaynameid>
    <editornameid>66247</editornameid>
    <populationcount>13</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\artillery\falconet\falconet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <rollovertextid>66245</rollovertextid>
    <shortrollovertextid>66244</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1298" name="ypConsulateArmySPCPortuguese3">
    <dbid>1911</dbid>
    <displaynameid>66250</displaynameid>
    <editornameid>66251</editornameid>
    <populationcount>33</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\crossbow\crossbow.xml</animfile>
    <icon>resources\art\units\artillery\cannon\cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\artillery\cannon\cannon_portrait.png</portraiticon>
    <rollovertextid>66249</rollovertextid>
    <shortrollovertextid>66248</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1299" name="ypConsulateArmySPCDutch1">
    <dbid>1912</dbid>
    <displaynameid>66254</displaynameid>
    <editornameid>66255</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\horse_artillery_icon.png</icon>
    <portraiticon>resources\art\units\horse_artillery_portrait.png</portraiticon>
    <rollovertextid>66253</rollovertextid>
    <shortrollovertextid>66252</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1300" name="ypConsulateArmySPCDutch2">
    <dbid>1913</dbid>
    <displaynameid>66258</displaynameid>
    <editornameid>66259</editornameid>
    <populationcount>10</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\artillery\falconet\falconet_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\falconet\falconet_portrait.png</portraiticon>
    <rollovertextid>66257</rollovertextid>
    <shortrollovertextid>66256</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1301" name="ypConsulateArmySPCDutch3">
    <dbid>1914</dbid>
    <displaynameid>66262</displaynameid>
    <editornameid>66263</editornameid>
    <populationcount>36</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\artillery\mortar\mortar_icon_64x64.png</icon>
    <portraiticon>resources\art\units\artillery\mortar\mortar_portrait.png</portraiticon>
    <rollovertextid>66261</rollovertextid>
    <shortrollovertextid>66260</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1302" name="ypSocketTradeRoute">
    <dbid>1915</dbid>
    <displaynameid>66304</displaynameid>
    <editornameid>66305</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\trade_route_socket.xml</animfile>
    <icon>resources\art\trade_route\trade1.png</icon>
    <portraiticon>resources\art\trade_route\trade_route_1_portrait.png</portraiticon>
    <rollovertextid>66303</rollovertextid>
    <shortrollovertextid>66302</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>AlwaysShowAsSocket</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1303" name="ypTradingPostCapture">
    <dbid>1916</dbid>
    <displaynameid>66308</displaynameid>
    <obstructionradiusx>7.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <socketoffsetx>-3.0000</socketoffsetx>
    <socketoffsetz>0.0000</socketoffsetz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\silk_road_trading_post.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\buildings\trading_post\trading_post_icon.png</icon>
    <minimapicon>ui\minimap\t</minimapicon>
    <portraiticon>resources\art\buildings\trading_post\trading_post_portrait.png</portraiticon>
    <rollovertextid>66307</rollovertextid>
    <shortrollovertextid>66306</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>90.0000</buildpoints>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">0.0000</cost>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Building</unittype>
    <unittype>Socket</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>VictoryPointBuilding</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractTypeVictoryPointBuilding</unittype>
    <unittype>AbstractTradingPost</unittype>
    <train row="0" page="0" column="1">NatAxeRiderDogSoldier</train>
    <train row="0" page="0" column="0">NatSharktoothBowman</train>
    <train row="0" page="0" column="0">NatAxeRider</train>
    <train row="0" page="0" column="1">NatMantlet</train>
    <train row="0" page="0" column="0">NatHuaminca</train>
    <train row="0" page="0" column="1">NatBolasWarrior</train>
    <train row="0" page="0" column="0">NatJaguarWarrior</train>
    <train row="0" page="0" column="0">NatClubman</train>
    <train row="0" page="0" column="0">NatTracker</train>
    <train row="0" page="0" column="0">NatTomahawk</train>
    <train row="0" page="0" column="0">NatRifleman</train>
    <train row="0" page="0" column="0">NatBlowgunWarrior</train>
    <train row="0" page="0" column="0">NatHorseArcher</train>
    <train row="0" page="0" column="0">NatHolcanSpearman</train>
    <train row="0" page="0" column="0">NatBlackwoodArcher</train>
    <train row="0" page="0" column="1">NatEagleWarrior</train>
    <train row="0" page="0" column="2">NatMedicineMan</train>
    <train row="0" page="0" column="1">CoureurCree</train>
    <train row="0" page="0" column="0">NatHuronMantlet</train>
    <train row="0" page="0" column="0">NatLightningWarrior</train>
    <train row="0" page="0" column="0">NatCheyenneRider</train>
    <train row="0" page="0" column="0">NatKlamathRifleman</train>
    <train row="0" page="0" column="0">NatMapucheClubman</train>
    <train row="0" page="0" column="0">NatNavajoRifleman</train>
    <train row="0" page="0" column="0">NatApacheCavalry</train>
    <train row="0" page="0" column="0">ypNatWarElephant</train>
    <train row="0" page="0" column="0">ypNatTigerClaw</train>
    <train row="0" page="0" column="0">ypNatRattanShield</train>
    <train row="0" page="0" column="0">ypNatConquistador</train>
    <train row="0" page="0" column="0">ypNatChakram</train>
    <train row="0" page="0" column="0">ypNatSohei</train>
    <tech row="0" page="1" column="1">ChampionNavajo</tech>
    <tech row="0" page="1" column="1">ChampionKlamath</tech>
    <tech row="0" page="2" column="1">NatIroquoisLeague</tech>
    <tech row="0" page="2" column="1">NatGarifunaDrums</tech>
    <tech row="0" page="2" column="1">NatChasquisMessengers</tech>
    <tech row="0" page="2" column="1">NatBarkClothing</tech>
    <tech row="0" page="2" column="1">NatHorseBreeding</tech>
    <tech row="0" page="2" column="1">NatBasketweaving</tech>
    <tech row="0" page="2" column="1">NatKinship</tech>
    <tech row="0" page="2" column="1">NatLacrosse</tech>
    <tech row="0" page="2" column="1">NatGuerillaWars</tech>
    <tech row="0" page="2" column="1">NatMustangs</tech>
    <tech row="0" page="2" column="1">NatChinampa</tech>
    <tech row="0" page="2" column="1">NatCottonArmor</tech>
    <tech row="0" page="2" column="1">NatWarDance</tech>
    <tech row="0" page="2" column="1">NatTextileCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatRoadbuilding</tech>
    <tech row="0" page="2" column="1">NatHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatPoisonArrowFrogs</tech>
    <tech row="0" page="1" column="1">ChampionAztecs</tech>
    <tech row="0" page="1" column="1">ChampionCaribs</tech>
    <tech row="0" page="1" column="1">ChampionInca</tech>
    <tech row="0" page="1" column="1">ChampionMaya</tech>
    <tech row="0" page="1" column="1">ChampionCherokee</tech>
    <tech row="0" page="1" column="1">ChampionCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCheyenne</tech>
    <tech row="0" page="2" column="1">NatKasiriBeer</tech>
    <tech row="0" page="1" column="1">ChampionTupi</tech>
    <tech row="0" page="2" column="1">NatAztecInitiation</tech>
    <tech row="0" page="2" column="1">NatHorseTrading</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiVegetarianism</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiYoga</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedUdasi</tech>
    <tech row="0" page="2" column="1">NatXPApacheCactus</tech>
    <tech row="0" page="2" column="1">NatXPHuronSunCeremony</tech>
    <tech row="0" page="2" column="1">NatXPHuronTradeMonopoly</tech>
    <tech row="0" page="2" column="1">NatXPKlamathHuckleberryFeast</tech>
    <tech row="0" page="2" column="1">NatXPMapucheAdMapu</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTactics</tech>
    <tech row="0" page="2" column="1">NatXPNavajoCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCloudPeople</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCultOfTheDead</tech>
    <tech row="0" page="2" column="1">NatXPApacheEndurance</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTreatyOfQuillin</tech>
    <tech row="0" page="2" column="1">NatXPNavajoShepherds</tech>
    <tech row="0" page="1" column="1">ChampionCheyenne</tech>
    <tech row="0" page="2" column="1">NatBowyery</tech>
    <tech row="0" page="2" column="1">NatMorningWars</tech>
    <tech row="0" page="2" column="1">NatTanning</tech>
    <tech row="0" page="1" column="1">ChampionLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNavajo</tech>
    <tech row="0" page="1" column="1">WarriorSocietyZapotec</tech>
    <tech row="0" page="1" column="1">ChampionMapuche</tech>
    <tech row="0" page="1" column="1">ChampionZapotec</tech>
    <tech row="0" page="2" column="1">NatXPKlamathStrategy</tech>
    <tech row="0" page="2" column="1">NatXPNavajoWeaving</tech>
    <tech row="0" page="1" column="1">ChampionApache</tech>
    <tech row="0" page="1" column="1">ChampionHuron</tech>
    <tech row="0" page="2" column="1">NatAnimalLore</tech>
    <tech row="0" page="2" column="1">NatMetalworking</tech>
    <tech row="0" page="2" column="1">NatPotlatch</tech>
    <tech row="0" page="2" column="1">NatCalendar</tech>
    <tech row="0" page="1" column="1">ChampionComanche</tech>
    <tech row="0" page="1" column="1">ChampionIroquois</tech>
    <tech row="0" page="1" column="1">ChampionSeminoles</tech>
    <tech row="0" page="2" column="1">NatChocolateRecipes</tech>
    <tech row="0" page="1" column="1">NatCeremonialFeast</tech>
    <tech row="0" page="2" column="1">NatTradeLanguage</tech>
    <tech row="0" page="1" column="1">WarriorSocietyComanche</tech>
    <tech row="0" page="1" column="1">WarriorSocietyInca</tech>
    <tech row="0" page="1" column="1">WarriorSocietySeminoles</tech>
    <tech row="0" page="2" column="1">NatXPApacheRaiding</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneFury</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHorseTrading</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatXPHuronFishWedding</tech>
    <tech row="0" page="1" column="1">WarriorSocietyApache</tech>
    <tech row="0" page="1" column="1">WarriorSocietyKlamath</tech>
    <tech row="0" page="2" column="1">NatForestBurning</tech>
    <tech row="0" page="2" column="1">NatXPKlamathWorkEthos</tech>
    <tech row="0" page="2" column="1">NatXPZapotecFoodOfTheGods</tech>
    <tech row="0" page="1" column="1">WarriorSocietyHuron</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMapuche</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgradeIndia1</tech>
    <tech row="0" page="2" column="1">NatGarlandWars</tech>
    <tech row="0" page="2" column="1">NatSequoyahSyllabary</tech>
    <tech row="0" page="1" column="1">WarriorSocietyLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMaya</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNootka</tech>
    <tech row="0" page="1" column="1">WarriorSocietyTupi</tech>
    <tech row="0" page="2" column="1">NatDogSoldier</tech>
    <tech row="0" page="1" column="1">WarriorSocietyAztecs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCaribs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCherokee</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyIroquois</tech>
    <tech row="0" page="2" column="1">NatLoyalClubman</tech>
    <tech row="0" page="2" column="1">NatBlowgunnerAmbush</tech>
    <tech row="0" page="2" column="1">YPNatZenMeritocracy</tech>
    <tech row="0" page="2" column="1">YPNatZenMeditation</tech>
    <tech row="0" page="2" column="1">YPNatUdasiGurus</tech>
    <tech row="0" page="2" column="1">YPNatSufiSharia</tech>
    <tech row="0" page="2" column="1">YPNatShaolinDimMak</tech>
    <tech row="0" page="2" column="1">YPNatShaolinClenchedFist</tech>
    <tech row="0" page="2" column="1">YPNatJesuitSmokelessPowder</tech>
    <tech row="0" page="2" column="1">YPNatJesuitFlyingButtress</tech>
    <tech row="0" page="2" column="1">ypNatDisciplinedBhakti</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedSufi</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedZen</tech>
    <tech row="0" page="1" column="1">ypNatHonoredBhakti</tech>
    <tech row="0" page="1" column="1">ypNatHonoredUdasi</tech>
    <tech row="0" page="1" column="1">ChampionNootka</tech>
    <tech row="0" page="2" column="1">YPNatZenMasterLessons</tech>
    <tech row="0" page="2" column="1">YPNatSufiPilgramage</tech>
    <tech row="0" page="2" column="1">YPNatSufiFasting</tech>
    <tech row="0" page="2" column="1">YPNatShaolinWoodClearing</tech>
    <tech row="0" page="2" column="1">YPNatJesuitSchools</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedJesuit</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredSufi</tech>
    <tech row="0" page="2" column="1">YPNatUdasiNewYear</tech>
    <tech row="0" page="2" column="1">YPNatUdasiArmyOfThePure</tech>
    <tech row="0" page="1" column="1">ypNatHonoredJesuit</tech>
    <tech row="0" page="1" column="1">ypNatHonoredZen</tech>
    <tech row="0" page="1" column="1">ypTradeRouteUpgradeIndia2</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Invulnerable</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="2">FourOfAKind</command>
    <tactics>yptradingpostcapture.tactics</tactics>
  </unit>
  <unit id="1304" name="ypHCChineseFarmer">
    <dbid>1917</dbid>
    <displaynameid>66311</displaynameid>
    <editornameid>66312</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_farmer\chinese_farmer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66310</rollovertextid>
    <shortrollovertextid>66309</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1305" name="ypHCChineseMan">
    <dbid>1918</dbid>
    <displaynameid>66315</displaynameid>
    <editornameid>66316</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_man\chinese_man.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66314</rollovertextid>
    <shortrollovertextid>66313</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1306" name="ypHCChineseMonk">
    <dbid>1920</dbid>
    <displaynameid>66323</displaynameid>
    <editornameid>66324</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_monk\chinese_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66322</rollovertextid>
    <shortrollovertextid>66321</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1307" name="ypHCChineseNobleman">
    <dbid>1921</dbid>
    <displaynameid>66327</displaynameid>
    <editornameid>66328</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_nobleman\chinese_nobleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66326</rollovertextid>
    <shortrollovertextid>66325</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1308" name="ypHCChineseNoblewoman">
    <dbid>1922</dbid>
    <displaynameid>66331</displaynameid>
    <editornameid>66332</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_noblewoman\chinese_noblewoman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66330</rollovertextid>
    <shortrollovertextid>66329</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1309" name="ypHCChineseWoman">
    <dbid>1924</dbid>
    <displaynameid>66339</displaynameid>
    <editornameid>66340</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_woman\chinese_woman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66338</rollovertextid>
    <shortrollovertextid>66337</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1310" name="ypHCChineseStreetPerformer">
    <dbid>1925</dbid>
    <displaynameid>66343</displaynameid>
    <editornameid>66344</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\chinese_street_performer\chinese_street_performer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66342</rollovertextid>
    <shortrollovertextid>66341</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1311" name="ypHCJapaneseStreetPerformer">
    <dbid>1926</dbid>
    <displaynameid>66347</displaynameid>
    <editornameid>66348</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_street_performer\japanese_street_performer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66346</rollovertextid>
    <shortrollovertextid>66345</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1312" name="ypHCJapaneseMonk">
    <dbid>1927</dbid>
    <displaynameid>66351</displaynameid>
    <editornameid>66352</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_monk\japanese_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66350</rollovertextid>
    <shortrollovertextid>66349</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1313" name="ypHCJapaneseRonin">
    <dbid>1928</dbid>
    <displaynameid>66355</displaynameid>
    <editornameid>66356</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_ronin\japanese_ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66354</rollovertextid>
    <shortrollovertextid>66353</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1314" name="ypHCJapaneseSamurai">
    <dbid>1929</dbid>
    <displaynameid>66359</displaynameid>
    <editornameid>66360</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_samurai\japanese_samurai.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66358</rollovertextid>
    <shortrollovertextid>66357</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1315" name="ypHCJapanesePeasant">
    <dbid>1930</dbid>
    <displaynameid>66363</displaynameid>
    <editornameid>66364</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_peasant\japanese_peasant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66362</rollovertextid>
    <shortrollovertextid>66361</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1316" name="ypHCJapanesePeasantFemale">
    <dbid>1931</dbid>
    <displaynameid>66367</displaynameid>
    <editornameid>66368</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_peasant_female\japanese_peasant_female.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66366</rollovertextid>
    <shortrollovertextid>66365</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1317" name="ypHCJapaneseLady">
    <dbid>1932</dbid>
    <displaynameid>66371</displaynameid>
    <editornameid>66372</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_lady\japanese_lady.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66370</rollovertextid>
    <shortrollovertextid>66369</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1318" name="ypHCJapaneseGirl">
    <dbid>1933</dbid>
    <displaynameid>66375</displaynameid>
    <editornameid>66376</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_girl\japanese_girl.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66374</rollovertextid>
    <shortrollovertextid>66373</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1319" name="ypHCJapaneseGeisha">
    <dbid>1934</dbid>
    <displaynameid>66379</displaynameid>
    <editornameid>66380</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\japanese_geisha\japanese_geisha.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>66378</rollovertextid>
    <shortrollovertextid>66377</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1320" name="ypDojoYumiArmy">
    <dbid>1937</dbid>
    <displaynameid>66406</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <movementtype>land</movementtype>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\dojo_yumi.png</icon>
    <portraiticon>resources\art\units\asians\dojo_yumi.png</portraiticon>
    <rollovertextid>66405</rollovertextid>
    <shortrollovertextid>66404</shortrollovertextid>
    <trainpoints>134.0000</trainpoints>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Food">600.0000</cost>
    <cost resourcetype="Wood">600.0000</cost>
    <allowedage>2</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1321" name="ypDojoAshigaruArmy">
    <dbid>1938</dbid>
    <displaynameid>66409</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <movementtype>land</movementtype>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\dojo_ashigaru.png</icon>
    <portraiticon>resources\art\units\asians\dojo_ashigaru.png</portraiticon>
    <rollovertextid>66408</rollovertextid>
    <shortrollovertextid>66407</shortrollovertextid>
    <trainpoints>148.0000</trainpoints>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Food">800.0000</cost>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1322" name="ypDojoKenseiArmy">
    <dbid>1939</dbid>
    <displaynameid>66412</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <movementtype>land</movementtype>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\dojo_samurai.png</icon>
    <portraiticon>resources\art\units\asians\dojo_samurai.png</portraiticon>
    <rollovertextid>66411</rollovertextid>
    <shortrollovertextid>66410</shortrollovertextid>
    <trainpoints>154.0000</trainpoints>
    <bounty>100.0000</bounty>
    <buildbounty>100.0000</buildbounty>
    <cost resourcetype="Food">500.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <allowedage>2</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1323" name="ypDojoNaginataRiderArmy">
    <dbid>1940</dbid>
    <displaynameid>66415</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <movementtype>land</movementtype>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\dojo_naginata.png</icon>
    <portraiticon>resources\art\units\asians\dojo_naginata.png</portraiticon>
    <rollovertextid>66414</rollovertextid>
    <shortrollovertextid>66413</shortrollovertextid>
    <trainpoints>154.0000</trainpoints>
    <bounty>130.0000</bounty>
    <buildbounty>130.0000</buildbounty>
    <cost resourcetype="Food">625.0000</cost>
    <cost resourcetype="Gold">625.0000</cost>
    <allowedage>2</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1324" name="ypDojoYabusameArmy">
    <dbid>1941</dbid>
    <displaynameid>66418</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <movementtype>land</movementtype>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\dojo_yabusame.png</icon>
    <portraiticon>resources\art\units\asians\dojo_yabusame.png</portraiticon>
    <rollovertextid>66417</rollovertextid>
    <shortrollovertextid>66416</shortrollovertextid>
    <trainpoints>170.0000</trainpoints>
    <bounty>100.0000</bounty>
    <buildbounty>100.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">750.0000</cost>
    <allowedage>2</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1325" name="ypConsulateSiberianCossack">
    <dbid>1943</dbid>
    <displaynameid>66469</displaynameid>
    <editornameid>66470</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\cossack\cossack.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\cossack\cossack_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\cossack\cossack_portrait.png</portraiticon>
    <rollovertextid>66468</rollovertextid>
    <shortrollovertextid>66467</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1326" name="ypStandardArmy">
    <dbid>1957</dbid>
    <displaynameid>66592</displaynameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\asians\chinese\ming_army\ming_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\ming_army\ming_army_icon_portrait.png</portraiticon>
    <rollovertextid>71145</rollovertextid>
    <shortrollovertextid>66590</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>25.0000</trainpoints>
    <bounty>43.0000</bounty>
    <buildbounty>43.0000</buildbounty>
    <cost resourcetype="Food">355.0000</cost>
    <cost resourcetype="Gold">270.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1327" name="ypMingArmy">
    <dbid>1958</dbid>
    <displaynameid>66595</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</animfile>
    <icon>resources\art\units\asians\chinese\qing_army\qing_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\qing_army\qing_army_icon_portrait.png</portraiticon>
    <rollovertextid>66594</rollovertextid>
    <shortrollovertextid>66593</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>25.0000</trainpoints>
    <bounty>47.0000</bounty>
    <buildbounty>47.0000</buildbounty>
    <cost resourcetype="Food">345.0000</cost>
    <cost resourcetype="Wood">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1328" name="ypMigrantGoats">
    <dbid>1960</dbid>
    <displaynameid>67130</displaynameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <animfile>units\asians\shared\villager\villager.xml</animfile>
    <icon>resources\images\icons\home_city\hc_year_of_the_goat.png</icon>
    <portraiticon>resources\images\icons\home_city\hc_year_of_the_goat.png</portraiticon>
    <rollovertextid>67129</rollovertextid>
    <shortrollovertextid>67128</shortrollovertextid>
    <trainpoints>0.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>herd.tactics</tactics>
  </unit>
  <unit id="1329" name="ypMigrantArmyLarge">
    <dbid>1962</dbid>
    <displaynameid>67687</displaynameid>
    <editornameid>67688</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <animfile>units\asians\shared\villager\villager.xml</animfile>
    <icon>resources\images\icons\home_city\HC_migrants_shipment_spawn_icon_64.png</icon>
    <portraiticon>resources\images\icons\home_city\HC_migrants_shipment_spawn_icon_64.png</portraiticon>
    <rollovertextid>67686</rollovertextid>
    <shortrollovertextid>67685</shortrollovertextid>
    <trainpoints>0.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1330" name="ypMigrantArmySmall">
    <dbid>1963</dbid>
    <displaynameid>67691</displaynameid>
    <editornameid>67692</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <animfile>units\asians\shared\villager\villager.xml</animfile>
    <icon>resources\images\icons\home_city\hc_northern_refugees.png</icon>
    <portraiticon>resources\images\icons\home_city\hc_northern_refugees.png</portraiticon>
    <rollovertextid>67690</rollovertextid>
    <shortrollovertextid>67689</shortrollovertextid>
    <trainpoints>0.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1331" name="ypMercArsonist">
    <dbid>1964</dbid>
    <displaynameid>67695</displaynameid>
    <editornameid>67696</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\arsonist\spc_arsonist.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\arsonist\arsonist_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\arsonist\arsonist_icon_portrait.png</portraiticon>
    <rollovertextid>67694</rollovertextid>
    <shortrollovertextid>67693</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>TorchProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>arsonist.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>140.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1332" name="ypPetTibetanMacaque">
    <dbid>1965</dbid>
    <displaynameid>67699</displaynameid>
    <editornameid>67700</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\tibetan_macaque\tibetan_macaque.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\tibetan_macaque\Macaque_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\tibetan_macaque\Macaque_icon_portrait.png</portraiticon>
    <rollovertextid>67698</rollovertextid>
    <shortrollovertextid>67697</shortrollovertextid>
    <initialhitpoints>75.0000</initialhitpoints>
    <maxhitpoints>75.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>3.0000</bounty>
    <buildbounty>3.0000</buildbounty>
    <cost resourcetype="Food">25.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>Tracked</flag>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1333" name="ypCrateofCoin">
    <dbid>1970</dbid>
    <displaynameid>67709</displaynameid>
    <editornameid>67710</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>67708</rollovertextid>
    <shortrollovertextid>67707</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">100.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1334" name="ypCrateofFood">
    <dbid>1971</dbid>
    <displaynameid>67713</displaynameid>
    <editornameid>67714</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>67712</rollovertextid>
    <shortrollovertextid>67711</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1335" name="ypCrateofWood">
    <dbid>1972</dbid>
    <displaynameid>67717</displaynameid>
    <editornameid>67718</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>67716</rollovertextid>
    <shortrollovertextid>67715</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">100.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1336" name="ypConsulateNinja">
    <dbid>1973</dbid>
    <displaynameid>68237</displaynameid>
    <editornameid>68238</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\ninja\ninja.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\ninja_icon.png</icon>
    <portraiticon>resources\art\units\ninja_portrait.png</portraiticon>
    <rollovertextid>68236</rollovertextid>
    <shortrollovertextid>68235</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Trade">145.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>MercType2</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ninja.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1337" name="ypConsulateRonin">
    <dbid>1974</dbid>
    <displaynameid>68241</displaynameid>
    <editornameid>68242</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\ronin\ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\samurai\ronin_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\samurai\ronin_portrait.png</portraiticon>
    <rollovertextid>68240</rollovertextid>
    <shortrollovertextid>68239</shortrollovertextid>
    <initialhitpoints>540.0000</initialhitpoints>
    <maxhitpoints>540.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>29.0000</bounty>
    <buildbounty>29.0000</buildbounty>
    <cost resourcetype="Trade">290.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <flag>AllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>120.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>160.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>58.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1338" name="ypConsulateShinobi">
    <dbid>1978</dbid>
    <displaynameid>68257</displaynameid>
    <editornameid>68258</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.8000</maxvelocity>
    <maxrunvelocity>6.8000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\shinobi\shinobi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\japanese\shinobi\shinobi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shinobi\shinobi_icon_portrait.png</portraiticon>
    <rollovertextid>68256</rollovertextid>
    <shortrollovertextid>68255</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>9.0000</bounty>
    <buildbounty>9.0000</buildbounty>
    <cost resourcetype="Trade">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>MercType2</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <command page="11" column="0">Abilities</command>
    <tactics>shinobi.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>14.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1339" name="ypConsulateYamabushi">
    <dbid>1979</dbid>
    <displaynameid>68261</displaynameid>
    <editornameid>68262</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\consulate\yamabushi\yamabushi.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\natives\yamabushi\yamabushi_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\yamabushi\yamabushi_icon_portrait.png</portraiticon>
    <rollovertextid>68260</rollovertextid>
    <shortrollovertextid>68259</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>6.0000</bounty>
    <buildbounty>6.0000</buildbounty>
    <cost resourcetype="Trade">65.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHealer</unittype>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>yamabushi.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1340" name="ypIGCMototadaHorseTrot">
    <dbid>1989</dbid>
    <displaynameid>68336</displaynameid>
    <editornameid>68337</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\mototada\igc_mototada_horse_trot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\mototada\mototada_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\mototada\mototada_icon_portrait.png</portraiticon>
    <rollovertextid>68335</rollovertextid>
    <shortrollovertextid>68334</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1341" name="ypIGCKichiroHorseTrot">
    <dbid>1990</dbid>
    <displaynameid>68340</displaynameid>
    <editornameid>68341</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\kichiro\igc_kichiro_horse_trot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\kichiro\kichiro_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\kichiro\kichiro_icon_portrait.png</portraiticon>
    <rollovertextid>68339</rollovertextid>
    <shortrollovertextid>68338</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1342" name="ypIGCTokugawaHorseTrot">
    <dbid>1991</dbid>
    <displaynameid>68344</displaynameid>
    <editornameid>68345</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\tokugawa\igc_tokugawa_horse_trot.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\tokugawa\tokugawa_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\tokugawa\tokugawa_icon_portrait.png</portraiticon>
    <rollovertextid>68343</rollovertextid>
    <shortrollovertextid>68342</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1343" name="ypTerritorialArmySpawn">
    <dbid>1993</dbid>
    <displaynameid>68404</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\iron_flail\iron_flail.xml</animfile>
    <icon>resources\art\units\asians\chinese\forbidden_army\forbidden_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\forbidden_army\forbidden_army_icon_portrait.png</portraiticon>
    <rollovertextid>71144</rollovertextid>
    <shortrollovertextid>68402</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>210.0000</trainpoints>
    <bounty>54.0000</bounty>
    <buildbounty>54.0000</buildbounty>
    <cost resourcetype="Food">285.0000</cost>
    <cost resourcetype="Gold">255.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1344" name="ypStandardArmySpawn">
    <dbid>1994</dbid>
    <displaynameid>68407</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\asians\chinese\ming_army\ming_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\ming_army\ming_army_icon_portrait.png</portraiticon>
    <rollovertextid>71145</rollovertextid>
    <shortrollovertextid>68405</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>151.0000</trainpoints>
    <bounty>43.0000</bounty>
    <buildbounty>43.0000</buildbounty>
    <cost resourcetype="Food">255.0000</cost>
    <cost resourcetype="Gold">170.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1345" name="ypForbiddenArmySpawn">
    <dbid>1995</dbid>
    <displaynameid>68410</displaynameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</animfile>
    <icon>resources\art\units\asians\chinese\mongolian_army\mongolian_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\mongolian_army\mongolian_army_icon_portrait.png</portraiticon>
    <rollovertextid>71146</rollovertextid>
    <shortrollovertextid>68408</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>294.0000</trainpoints>
    <bounty>83.0000</bounty>
    <buildbounty>83.0000</buildbounty>
    <cost resourcetype="Food">480.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1346" name="ypMingArmySpawn">
    <dbid>1996</dbid>
    <displaynameid>68413</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\steppe_rider\steppe_rider_horse.xml</animfile>
    <icon>resources\art\units\asians\chinese\qing_army\qing_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\qing_army\qing_army_icon_portrait.png</portraiticon>
    <rollovertextid>68412</rollovertextid>
    <shortrollovertextid>68411</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>158.0000</trainpoints>
    <bounty>47.0000</bounty>
    <buildbounty>47.0000</buildbounty>
    <cost resourcetype="Food">345.0000</cost>
    <cost resourcetype="Wood">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1347" name="ypOldHanArmySpawn">
    <dbid>1997</dbid>
    <displaynameid>68416</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\asians\chinese\standard_army\standard_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\standard_army\standard_army_icon_portrait.png</portraiticon>
    <rollovertextid>71147</rollovertextid>
    <shortrollovertextid>68414</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>153.0000</trainpoints>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Food">255.0000</cost>
    <cost resourcetype="Wood">180.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>4.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1348" name="ypImperialArmySpawn">
    <dbid>1998</dbid>
    <displaynameid>68419</displaynameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\territorial_army\territorial_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\territorial_army\territorial_army_icon_portrait.png</portraiticon>
    <rollovertextid>71148</rollovertextid>
    <shortrollovertextid>68417</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>255.0000</trainpoints>
    <bounty>74.0000</bounty>
    <buildbounty>74.0000</buildbounty>
    <cost resourcetype="Food">480.0000</cost>
    <cost resourcetype="Gold">255.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1349" name="ypSPCWarHut">
    <dbid>1999</dbid>
    <displaynameid>68422</displaynameid>
    <editornameid>68423</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_war_hut\war_hut.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\spc\aztec_war_hut\war_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\aztec_war_hut\war_hut_portrait.png</portraiticon>
    <rollovertextid>68421</rollovertextid>
    <shortrollovertextid>68420</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <tech row="0" page="1" column="0">VeteranMusketeers</tech>
    <tech row="0" page="1" column="0">EliteAennas</tech>
    <tech row="0" page="1" column="1">EliteTomahawks</tech>
    <tech row="0" page="1" column="1">ChampionTomahawk</tech>
    <tech row="0" page="1" column="0">ImpLegendaryAennas</tech>
    <tech row="0" page="1" column="3">StrongWarHut</tech>
    <tech row="0" page="1" column="0">GuardColonialMilitia</tech>
    <tech row="0" page="1" column="1">ImpLegendaryMacehualtins</tech>
    <tech row="0" page="1" column="3">MightyWarHut</tech>
    <tech row="0" page="2" column="0">BigWarHutBarometz</tech>
    <tech row="0" page="2" column="0">deBigWarHutHualcana</tech>
    <tech row="0" page="1" column="0">GuardMusketeers</tech>
    <tech row="0" page="1" column="1">ImpLegendaryTomahawks</tech>
    <tech row="0" page="2" column="0">BigWarHutLacrosse</tech>
    <tech row="0" page="1" column="0">ChampionWarBows</tech>
    <tech row="0" page="1" column="2">ChampionWarRifles</tech>
    <tech row="0" page="1" column="0">EliteCoyotemen</tech>
    <tech row="0" page="1" column="0">EliteWarBows</tech>
    <tech row="0" page="1" column="1">ChampionWarClubs</tech>
    <tech row="0" page="1" column="0">VeteranColonialMilitia</tech>
    <tech row="0" page="1" column="0">ChampionCoyotemen</tech>
    <tech row="0" page="1" column="2">ElitePumaMen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryCoyoteMen</tech>
    <tech row="0" page="1" column="1">ImpLegendaryWarClubs</tech>
    <tech row="0" page="1" column="1">ChampionMacehualtins</tech>
    <tech row="0" page="1" column="1">EliteWarClubs</tech>
    <tech row="0" page="1" column="2">ImpLegendaryWarRifles</tech>
    <tech row="0" page="1" column="2">ChampionMusketWarriors</tech>
    <tech row="0" page="1" column="2">ImpLegendaryMusketWarriors</tech>
    <tech row="0" page="2" column="0">BigWarHutWarDrums</tech>
    <tech row="0" page="1" column="2">ChampionPumaMen</tech>
    <tech row="0" page="1" column="0">ImpLegendaryWarBows</tech>
    <tech row="0" page="1" column="2">ImpLegendaryPumaMen</tech>
    <tech row="0" page="1" column="1">GuardSkirmishers</tech>
    <tech row="0" page="1" column="0">ChampionAennas</tech>
    <tech row="0" page="1" column="1">EliteMacehualtins</tech>
    <tech row="0" page="1" column="0">VeteranCaroleans</tech>
    <tech row="0" page="1" column="0">GuardCaroleans</tech>
    <tech row="0" page="1" column="0">ImperialCaroleans</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
    <tactics>warhut.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1350" name="ypSPCNoblesHut">
    <dbid>2000</dbid>
    <displaynameid>68426</displaynameid>
    <editornameid>68427</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\spc\aztec_nobles_hut\nobles_hut_portrait.png</portraiticon>
    <rollovertextid>68425</rollovertextid>
    <shortrollovertextid>68424</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>40.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <tech row="0" page="1" column="3">GuardHussars</tech>
    <tech row="0" page="1" column="4">StrongNoblesHut</tech>
    <tech row="0" page="2" column="0">BigNoblesHutWarSong</tech>
    <tech row="0" page="1" column="0">ChampionArrowKnight</tech>
    <tech row="0" page="1" column="3">VeteranHussars</tech>
    <tech row="0" page="1" column="3">ImperialHussars</tech>
    <tech row="0" page="1" column="2">ImpLegendaryJaguarKnights</tech>
    <tech row="0" page="1" column="0">ImpLegendaryArrowKnights</tech>
    <tech row="0" page="1" column="1">ChampionEagleKnight</tech>
    <tech row="0" page="1" column="1">ImpLegendaryEagleKnights</tech>
    <tech row="0" page="1" column="4">MightyNoblesHut</tech>
    <tech row="0" page="1" column="2">ChampionJaguarKnight</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <tactics>nobleshut.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>45.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1351" name="ypGroveBuilding">
    <dbid>2001</dbid>
    <displaynameid>68443</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\grove\grove.xml</animfile>
    <impacttype>Wood</impacttype>
    <placementfile>grove.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\grove\grove_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\grove\grove_icon_portrait.png</portraiticon>
    <rollovertextid>68442</rollovertextid>
    <shortrollovertextid>68441</shortrollovertextid>
    <los>1.0000</los>
    <buildpoints>5.0000</buildpoints>
    <initialresource resourcetype="Wood">5000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractFruit</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Nature</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NotDeleteable</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NeverCountDeathAsLoss</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1352" name="YPGroveWagon">
    <dbid>2002</dbid>
    <displaynameid>68446</displaynameid>
    <editornameid>68447</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\orchard_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\rickshaw\unit_indian_grove_rickshaw_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\unit_indian_grove_rickshaw_icon_portrait.png</portraiticon>
    <rollovertextid>68445</rollovertextid>
    <shortrollovertextid>68444</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>9.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">ypGroveBuilding</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypGroveBuilding">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1353" name="ypHCIndianMan">
    <dbid>2003</dbid>
    <displaynameid>68458</displaynameid>
    <editornameid>68459</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_man\indian_man.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68457</rollovertextid>
    <shortrollovertextid>68456</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1354" name="ypHCIndianMonk">
    <dbid>2004</dbid>
    <displaynameid>68462</displaynameid>
    <editornameid>68463</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_monk\indian_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68461</rollovertextid>
    <shortrollovertextid>68460</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1355" name="ypHCIndianGentleman">
    <dbid>2005</dbid>
    <displaynameid>68466</displaynameid>
    <editornameid>68467</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_gentleman\indian_gentleman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68465</rollovertextid>
    <shortrollovertextid>68464</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1356" name="ypHCIndianWoman">
    <dbid>2006</dbid>
    <displaynameid>68470</displaynameid>
    <editornameid>68471</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_woman\indian_woman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68469</rollovertextid>
    <shortrollovertextid>68468</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1357" name="ypHCIndianSnakecharmer">
    <dbid>2008</dbid>
    <displaynameid>68478</displaynameid>
    <editornameid>68479</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_snakecharmer\indian_snakecharmer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68477</rollovertextid>
    <shortrollovertextid>68476</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1358" name="ypHCIndianGirl">
    <dbid>2009</dbid>
    <displaynameid>68482</displaynameid>
    <editornameid>68483</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>homecity\homecity_units\indian_girl\indian_girl.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\villagers\villager_icon.png</icon>
    <portraiticon>resources\art\units\villagers\villager_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>68481</rollovertextid>
    <shortrollovertextid>68480</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="17">Capitol</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="16">Saloon</train>
    <train row="0" page="6" column="18">NativeEmbassy</train>
    <train row="0" page="6" column="1">Teepee</train>
    <train row="0" page="6" column="1">Longhouse</train>
    <train row="0" page="6" column="1">HouseAztec</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="2">Market</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="6">Outpost</train>
    <train row="0" page="6" column="6">Blockhouse</train>
    <train row="0" page="6" column="7">TradingPost</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="9">Bank</train>
    <train row="0" page="6" column="10">Church</train>
    <train row="0" page="6" column="11">WarHut</train>
    <train row="0" page="6" column="11">Barracks</train>
    <train row="0" page="6" column="12">Stable</train>
    <train row="0" page="6" column="12">Corral</train>
    <train row="0" page="6" column="12">NoblesHut</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="14">Arsenal</train>
    <train row="0" page="6" column="15">Plantation</train>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="Church">1.000000</rate>
      <rate type="House">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypRicePaddy" resource="Gold">0.310000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="AbstractTradeMarket">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1359" name="ypMonkChinese2">
    <dbid>2010</dbid>
    <displaynameid>68486</displaynameid>
    <editornameid>68487</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\chen\spc_chen.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\chen\chen_icon_64.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\asians\spc\chen\chen_icon_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>68485</rollovertextid>
    <shortrollovertextid>69906</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>ypShuriken</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>90.0000</bounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractMonk</unittype>
    <unittype>AbstractChineseMonk</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="6" column="1">ypBlockhouseWagon</train>
    <train row="0" page="6" column="0">ypHandMortar</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <train row="0" page="6" column="2">PetJaguar</train>
    <train row="0" page="6" column="2">ypFlameThrower</train>
    <train row="0" page="6" column="0">YPPetPanda</train>
    <tech row="0" page="11" column="5">ypMonkMakeDisciple</tech>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>NotDeleteable</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>ypchinesemonk.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
      <damagebonus type="Hero">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">6.000000</rate>
    </protoaction>
    <protoaction>
      <name>RoundhouseAttack</name>
      <damage>170.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Stun</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1360" name="ypSPCIshida">
    <dbid>2012</dbid>
    <displaynameid>68539</displaynameid>
    <editornameid>68540</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>9.0000</maxvelocity>
    <maxrunvelocity>11.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>68538</rollovertextid>
    <shortrollovertextid>68537</shortrollovertextid>
    <initialhitpoints>1250.0000</initialhitpoints>
    <maxhitpoints>1250.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>200.0000</trainpoints>
    <bounty>50.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Gold">750.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractDaimyo</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="1" column="10">SetUnitAsHomeCityGatherPoint</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1361" name="ypSPCIshidaCastle">
    <dbid>2013</dbid>
    <displaynameid>68543</displaynameid>
    <editornameid>68544</editornameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\castle_regicide\castle_regicide.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\castle\China\chinese_castle_icon.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\castle\China\chinese_castle_icon_portrait.png</portraiticon>
    <rollovertextid>68542</rollovertextid>
    <shortrollovertextid>68541</shortrollovertextid>
    <initialhitpoints>6000.0000</initialhitpoints>
    <maxhitpoints>6000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>140.0000</bounty>
    <buildbounty>70.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractFindFort</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>ypSPCIshida</contain>
    <contain>ypDaimyoRegicide</contain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="9">SetUnitAsHomeCityGatherPoint</command>
    <tactics>nobleshut.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <accuracy>0.990000</accuracy>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1362" name="ypTreeHemlock">
    <dbid>2014</dbid>
    <displaynameid>68547</displaynameid>
    <editornameid>68548</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_hemlock.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68546</rollovertextid>
    <shortrollovertextid>68545</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1363" name="ypTreeSpruce">
    <dbid>2015</dbid>
    <displaynameid>68551</displaynameid>
    <editornameid>68552</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_spruce_himalayas.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68550</rollovertextid>
    <shortrollovertextid>68549</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1364" name="ypTreeSaxaul">
    <dbid>2016</dbid>
    <displaynameid>68593</displaynameid>
    <editornameid>68594</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_saxaul.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68592</rollovertextid>
    <shortrollovertextid>68591</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1365" name="ypTreeMongolianFir">
    <dbid>2017</dbid>
    <displaynameid>68597</displaynameid>
    <editornameid>68598</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_mongolian_fir.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68596</rollovertextid>
    <shortrollovertextid>68595</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1366" name="ypTreeHimalayas">
    <dbid>2018</dbid>
    <displaynameid>68601</displaynameid>
    <editornameid>68602</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_himalayas.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68600</rollovertextid>
    <shortrollovertextid>68599</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1367" name="ypTreeMongolia">
    <dbid>2019</dbid>
    <displaynameid>68605</displaynameid>
    <editornameid>68606</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_mongolia.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68604</rollovertextid>
    <shortrollovertextid>68603</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">1500.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1368" name="YPStableWagon">
    <dbid>2020</dbid>
    <displaynameid>68659</displaynameid>
    <editornameid>68660</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\misc_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>68658</rollovertextid>
    <shortrollovertextid>68657</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">Stable</train>
    <train row="0" page="0" column="0">Corral</train>
    <train row="0" page="0" column="1">WarHut</train>
    <train row="0" page="0" column="0">ypCaravanserai</train>
    <train row="0" page="0" column="0">ypStableJapanese</train>
    <train row="0" page="0" column="0">ypWarAcademy</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Stable">2.000000</rate>
      <rate type="ypStableJapanese">2.000000</rate>
      <rate type="WarHut">2.000000</rate>
      <rate type="ypCaravanserai">2.000000</rate>
      <rate type="ypWarAcademy">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1369" name="ypConsulateArmySPCChinese1">
    <dbid>2021</dbid>
    <displaynameid>68677</displaynameid>
    <editornameid>68678</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_portrait.png</portraiticon>
    <rollovertextid>68676</rollovertextid>
    <shortrollovertextid>68675</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1370" name="ypConsulateArmySPCChinese2">
    <dbid>2022</dbid>
    <displaynameid>68681</displaynameid>
    <editornameid>68682</editornameid>
    <populationcount>16</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_portrait.png</portraiticon>
    <rollovertextid>68680</rollovertextid>
    <shortrollovertextid>68679</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1371" name="ypConsulateArmySPCChinese3">
    <dbid>2023</dbid>
    <displaynameid>68685</displaynameid>
    <editornameid>68686</editornameid>
    <populationcount>32</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon.png</icon>
    <portraiticon>resources\art\units\asians\natives\rattan_shield\shield_rattan_icon_portrait.png</portraiticon>
    <rollovertextid>68684</rollovertextid>
    <shortrollovertextid>68683</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1372" name="ypConsulateArmySPCIndian1">
    <dbid>2024</dbid>
    <displaynameid>68689</displaynameid>
    <editornameid>68690</editornameid>
    <populationcount>12</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait.png</portraiticon>
    <rollovertextid>68688</rollovertextid>
    <shortrollovertextid>68687</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1373" name="ypConsulateArmySPCJapanese1">
    <dbid>2025</dbid>
    <displaynameid>68693</displaynameid>
    <editornameid>68694</editornameid>
    <populationcount>12</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon_portrait.png</portraiticon>
    <rollovertextid>68692</rollovertextid>
    <shortrollovertextid>68691</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>20.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Trade">400.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnitColonial</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1374" name="ypConsulateArmySPCIndian2">
    <dbid>2026</dbid>
    <displaynameid>68697</displaynameid>
    <editornameid>68698</editornameid>
    <populationcount>24</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait.png</portraiticon>
    <rollovertextid>68696</rollovertextid>
    <shortrollovertextid>68695</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1375" name="ypConsulateArmySPCJapanese2">
    <dbid>2027</dbid>
    <displaynameid>68701</displaynameid>
    <editornameid>68702</editornameid>
    <populationcount>10</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\mercenaries\samurai\ronin_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\samurai\ronin_portrait.png</portraiticon>
    <rollovertextid>68700</rollovertextid>
    <shortrollovertextid>68699</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>40.0000</trainpoints>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Trade">800.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1376" name="ypConsulateArmySPCIndian3">
    <dbid>2028</dbid>
    <displaynameid>68705</displaynameid>
    <editornameid>68706</editornameid>
    <populationcount>30</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\asians\natives\chakram\chakram_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\natives\chakram\chakram_icon_portrait.png</portraiticon>
    <rollovertextid>68704</rollovertextid>
    <shortrollovertextid>68703</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1377" name="ypConsulateArmySPCJapanese3">
    <dbid>2029</dbid>
    <displaynameid>68709</displaynameid>
    <editornameid>68710</editornameid>
    <populationcount>36</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry\halberdier\halberdier.xml</animfile>
    <icon>resources\art\units\ninja_icon.png</icon>
    <portraiticon>resources\art\units\ninja_portrait.png</portraiticon>
    <rollovertextid>68708</rollovertextid>
    <shortrollovertextid>68707</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>60.0000</trainpoints>
    <bounty>160.0000</bounty>
    <buildbounty>160.0000</buildbounty>
    <cost resourcetype="Trade">1600.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractConsulateUnit</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1378" name="ypBlackFlagArmy">
    <dbid>2030</dbid>
    <displaynameid>68729</displaynameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\old_han_army\old_han_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\old_han_army\old_han_icon_portrait.png</portraiticon>
    <rollovertextid>71143</rollovertextid>
    <shortrollovertextid>71142</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>33.0000</trainpoints>
    <bounty>73.0000</bounty>
    <buildbounty>73.0000</buildbounty>
    <cost resourcetype="Food">380.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1379" name="ypBlackFlagArmySpawn">
    <dbid>2031</dbid>
    <displaynameid>68732</displaynameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\old_han_army\old_han_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\old_han_army\old_han_icon_portrait.png</portraiticon>
    <rollovertextid>71143</rollovertextid>
    <shortrollovertextid>71142</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>255.0000</trainpoints>
    <bounty>73.0000</bounty>
    <buildbounty>73.0000</buildbounty>
    <cost resourcetype="Food">380.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1380" name="YPSPCTreasureShipStage1">
    <dbid>2034</dbid>
    <displaynameid>68833</displaynameid>
    <editornameid>68834</editornameid>
    <obstructionradiusx>9.5000</obstructionradiusx>
    <obstructionradiusz>9.5000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_1.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_portrait.png</portraiticon>
    <selectionpriority>0</selectionpriority>
    <rollovertextid>68832</rollovertextid>
    <shortrollovertextid>68831</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ShowTactics</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="2">TreasureShipCoin</command>
    <command page="9" column="0">TreasureShipFood</command>
    <command page="9" column="1">TreasureShipWood</command>
  </unit>
  <unit id="1381" name="YPSPCTreasureShipStage2">
    <dbid>2035</dbid>
    <displaynameid>68837</displaynameid>
    <editornameid>68838</editornameid>
    <obstructionradiusx>9.5000</obstructionradiusx>
    <obstructionradiusz>9.5000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_2.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_portrait.png</portraiticon>
    <selectionpriority>0</selectionpriority>
    <rollovertextid>68836</rollovertextid>
    <shortrollovertextid>68835</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Ship</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ShowTactics</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="2">TreasureShipCoin</command>
    <command page="9" column="0">TreasureShipFood</command>
    <command page="9" column="1">TreasureShipWood</command>
  </unit>
  <unit id="1382" name="YPSPCTreasureShipStage3">
    <dbid>2036</dbid>
    <displaynameid>68841</displaynameid>
    <editornameid>68842</editornameid>
    <obstructionradiusx>9.5000</obstructionradiusx>
    <obstructionradiusz>9.5000</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\asians\spc\treasure_ship\spc_treasure_ship_stage_3.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\treasure_ship\china_ship_icon_portrait.png</portraiticon>
    <selectionpriority>0</selectionpriority>
    <rollovertextid>68840</rollovertextid>
    <shortrollovertextid>68839</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>3</buildlimit>
    <bounty>80.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">500.0000</cost>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ShowTactics</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="9" column="2">TreasureShipCoin</command>
    <command page="9" column="0">TreasureShipFood</command>
    <command page="9" column="1">TreasureShipWood</command>
  </unit>
  <unit id="1383" name="ypMongolScout">
    <dbid>2039</dbid>
    <displaynameid>68874</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\mongol_scout\mongol_scout_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\chinese\mongol_scout\mongol_scout_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\mongol_scout\mongol_scout_icon_portrait.png</portraiticon>
    <rollovertextid>68873</rollovertextid>
    <shortrollovertextid>68872</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Food">70.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>scoutCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>10.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1384" name="ypTreeCeylon">
    <dbid>2040</dbid>
    <displaynameid>68956</displaynameid>
    <editornameid>68957</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_ceylon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>68955</rollovertextid>
    <shortrollovertextid>68954</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1385" name="ypMarketWagon">
    <dbid>2041</dbid>
    <displaynameid>69109</displaynameid>
    <editornameid>69110</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\bank_wagon_icon.png</icon>
    <portraiticon>resources\art\units\bank_wagon_portrait.png</portraiticon>
    <rollovertextid>69108</rollovertextid>
    <shortrollovertextid>69107</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">ypTradeMarketAsian</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypTradeMarketAsian">3.000000</rate>
      <rate type="Market">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1386" name="ypTradingPostWagon">
    <dbid>2042</dbid>
    <displaynameid>69125</displaynameid>
    <editornameid>69126</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>69124</rollovertextid>
    <shortrollovertextid>69123</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1387" name="ypNatMercGurkhaJemadar">
    <dbid>2044</dbid>
    <displaynameid>69139</displaynameid>
    <editornameid>69140</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\natives\gurkha\mansabdar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\indians\mansabdar\gurkha_mansabdar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\mansabdar\gurkha_mansabdar_icon_portrait.png</portraiticon>
    <rollovertextid>69138</rollovertextid>
    <shortrollovertextid>69137</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Food">140.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractMansabdar</unittype>
    <unittype>AbstractGurkha</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>mansabdarGurkha.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1388" name="ypMuskDeer">
    <dbid>2045</dbid>
    <displaynameid>69266</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\musk_deer\musk_deer.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\musk_deer\musk_deer_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\musk_deer\musk_deer_icon_portrait.png</portraiticon>
    <rollovertextid>69265</rollovertextid>
    <shortrollovertextid>69264</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>0.0000</trainpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Huntable</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Resource</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1389" name="ypChurch">
    <dbid>2046</dbid>
    <displaynameid>69283</displaynameid>
    <editornameid>69284</editornameid>
    <obstructionradiusx>3.5000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\church\church.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\church\church_icon.png</icon>
    <portraiticon>resources\art\buildings\church\church_portrait.png</portraiticon>
    <rollovertextid>22927</rollovertextid>
    <shortrollovertextid>69281</shortrollovertextid>
    <unithelpoverride>deChurchEntry</unithelpoverride>
    <legacyhotkeycontext>ChurchAccel</legacyhotkeycontext>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>80.0000</bounty>
    <cost resourcetype="Wood">200.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>1</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractChurch</unittype>
    <train row="0" page="0" column="0">Priest</train>
    <train row="0" page="0" column="0">Missionary</train>
    <train row="0" page="0" column="0">Imam</train>
    <train row="0" page="0" column="1">xpSpy</train>
    <tech row="0" page="1" column="9">ChurchGalataTowerDistrict</tech>
    <tech row="0" page="1" column="8">ChurchPetrineReforms</tech>
    <tech row="0" page="1" column="3">ChurchGasLighting</tech>
    <tech row="0" page="1" column="8">ChurchMilletSystem</tech>
    <tech row="0" page="1" column="9">UniqueSPCCustomizedMercWeapons</tech>
    <tech row="0" page="1" column="7">ChurchMissionFervor</tech>
    <tech row="0" page="1" column="8">ChurchEconmediaManor</tech>
    <tech row="0" page="1" column="8">ChurchCodeNapoleon</tech>
    <tech row="0" page="1" column="6">ChurchMassCavalry</tech>
    <tech row="0" page="1" column="10">ChurchStadholders</tech>
    <tech row="0" page="1" column="9">ChurchWallensteinsContracts</tech>
    <tech row="0" page="1" column="9">ChurchWaardgelders</tech>
    <tech row="0" page="1" column="10">ChurchBashkirPonies</tech>
    <tech row="0" page="1" column="4">ChurchMercantilism</tech>
    <tech row="0" page="1" column="8">ChurchCorsolet</tech>
    <tech row="0" page="1" column="9">ChurchGardeImperial3</tech>
    <tech row="0" page="1" column="8">ChurchAbbassidMarket</tech>
    <tech row="0" page="1" column="9">ChurchTopkapi</tech>
    <tech row="0" page="1" column="10">ChurchRogersRangers</tech>
    <tech row="0" page="1" column="10">ChurchWildGeeseSpanish</tech>
    <tech row="0" page="1" column="10">ChurchTowerAndSword</tech>
    <tech row="0" page="1" column="9">ChurchTanzimat</tech>
    <tech row="0" page="1" column="8">ChurchCoffeeTrade</tech>
    <tech row="0" page="1" column="5">ChurchStandingArmy</tech>
    <tech row="0" page="1" column="8">ChurchTillysDiscipline</tech>
    <tech row="0" page="1" column="11">ChurchTopcuCorps</tech>
    <tech row="0" page="1" column="10">ChurchTufanciCorps</tech>
    <tech row="0" page="1" column="9">ChurchBestieros</tech>
    <tech row="0" page="1" column="9">ChurchKalmucks</tech>
    <tech row="0" page="1" column="10">ChurchZweihander</tech>
    <tech row="0" page="1" column="9">ChurchQuatrefage</tech>
    <tech row="0" page="1" column="7">UniqueSPCPatriots</tech>
    <tech row="0" page="1" column="8">ChurchWesternization</tech>
    <tech row="0" page="1" column="8">ChurchKopruluViziers</tech>
    <tech row="0" page="1" column="8">ChurchThinRedLine</tech>
    <tech row="0" page="1" column="8">UniqueSPCGrandEncampment</tech>
    <tech row="0" page="1" column="9">ChurchGardeImperial1</tech>
    <tech row="0" page="1" column="9">ChurchGardeImperial2</tech>
    <tech row="0" page="1" column="2">ChurchTownWatch</tech>
    <tech row="0" page="1" column="9">ChurchBlackWatch</tech>
    <tech row="0" page="1" column="1">Bastion</tech>
    <tech row="0" page="1" column="7">UniqueSPCCorsolet</tech>
    <tech row="0" page="1" column="9">UniqueSPCHighCrusade</tech>
    <tech row="0" page="1" column="7">UniqueSPCIndianFriendship</tech>
    <tech row="0" page="1" column="8">UniqueSPCTaxBurden</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>autogatherer.tactics</tactics>
    <protoaction>
      <name>Autogather</name>
      <rate type="XP">0.600000</rate>
    </protoaction>
  </unit>
  <unit id="1390" name="ypChurchWagon">
    <dbid>2049</dbid>
    <displaynameid>69295</displaynameid>
    <editornameid>69296</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\bank_wagon_icon.png</icon>
    <portraiticon>resources\art\units\bank_wagon_portrait.png</portraiticon>
    <rollovertextid>69294</rollovertextid>
    <shortrollovertextid>69293</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="6" column="0">ypChurch</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Church">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1391" name="YPMonasteryWagon">
    <dbid>2050</dbid>
    <displaynameid>69318</displaynameid>
    <editornameid>69319</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\bank_wagon_icon.png</icon>
    <portraiticon>resources\art\units\bank_wagon_portrait.png</portraiticon>
    <rollovertextid>69317</rollovertextid>
    <shortrollovertextid>69316</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">Dock</train>
    <train row="0" page="6" column="0">ypMonastery</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>dockwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypMonastery">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1392" name="ypSPCArrowKnight">
    <dbid>2051</dbid>
    <displaynameid>69396</displaynameid>
    <editornameid>69397</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>3.7500</maxvelocity>
    <maxrunvelocity>5.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\arrow_knight\yp_spc_arrow_knight.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\arrow_knight\spc_arrow_knight_icon.png</icon>
    <portraiticon>resources\art\units\asians\spc\arrow_knight\spc_arrow_knight_portrait.png</portraiticon>
    <rollovertextid>69395</rollovertextid>
    <shortrollovertextid>69394</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>13.0000</bounty>
    <buildbounty>13.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>ypspcarrowknight.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Ship">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1393" name="ypCastleJapanese">
    <dbid>2052</dbid>
    <displaynameid>69400</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\castle\castle.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\castle\Japan\japan_castle_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\castle\Japan\japan_castle_icon_portrait.png</portraiticon>
    <rollovertextid>69399</rollovertextid>
    <shortrollovertextid>69398</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>AbstractFindFort</unittype>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <train row="0" page="0" column="0">ypFlameThrower</train>
    <train row="0" page="0" column="0">ypFlamingArrow</train>
    <train row="0" page="0" column="1">ypHandMortar</train>
    <train row="0" page="0" column="1">ypMorutaru</train>
    <train row="0" page="0" column="0">ypMercFlailiphant</train>
    <train row="0" page="0" column="1">ypMahout</train>
    <train row="0" page="0" column="2">ypHowdah</train>
    <train row="0" page="0" column="3">ypSiegeElephant</train>
    <tech row="0" page="1" column="0">YPDisciplinedFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlameThrower</tech>
    <tech row="0" page="1" column="3">YPExaltedSiegeElephant</tech>
    <tech row="0" page="1" column="0">YPHonoredFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlamingArrow</tech>
    <tech row="0" page="1" column="3">ypFortifiedCastle</tech>
    <tech row="0" page="1" column="3">ypFrontierCastle</tech>
    <tech row="0" page="1" column="1">YPExaltedHandMortar</tech>
    <tech row="0" page="1" column="0">YPHonoredFlailElephant</tech>
    <tech row="0" page="1" column="1">YPHonoredHandMortar</tech>
    <tech row="0" page="1" column="0">YPDisciplinedFlailElephant</tech>
    <tech row="0" page="1" column="3">YPHonoredSiegeElephant</tech>
    <tech row="0" page="1" column="1">YPExaltedMahout</tech>
    <tech row="0" page="1" column="2">YPHonoredHowdah</tech>
    <tech row="0" page="1" column="0">YPHonoredFlamingArrow</tech>
    <tech row="0" page="1" column="2">YPExaltedHowdah</tech>
    <tech row="0" page="1" column="1">YPHonoredMahout</tech>
    <tech row="0" page="1" column="0">YPExaltedFlailElephant</tech>
    <tech row="0" page="1" column="1">YPExaltedMorutaru</tech>
    <tech row="0" page="1" column="1">YPHonoredMorutaru</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="9">SetUnitAsHomeCityGatherPoint</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1394" name="ypCastleIndians">
    <dbid>2053</dbid>
    <displaynameid>69403</displaynameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\castle\castle.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>blockhouse</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\asian_civs\castle\Indian\indian_castle_icon_64.png</icon>
    <portraiticon>resources\art\buildings\asian_civs\castle\Indian\indian_castle_icon_portrait.png</portraiticon>
    <rollovertextid>69402</rollovertextid>
    <shortrollovertextid>69401</shortrollovertextid>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>5</buildlimit>
    <bounty>120.0000</bounty>
    <buildbounty>60.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>AbstractFindFort</unittype>
    <train row="0" page="0" column="0">xpArrowKnight</train>
    <train row="0" page="0" column="1">xpEagleKnight</train>
    <train row="0" page="0" column="2">xpJaguarKnight</train>
    <train row="0" page="0" column="0">ypFlameThrower</train>
    <train row="0" page="0" column="0">ypFlamingArrow</train>
    <train row="0" page="0" column="1">ypHandMortar</train>
    <train row="0" page="0" column="1">ypMorutaru</train>
    <train row="0" page="0" column="0">ypMercFlailiphant</train>
    <train row="0" page="0" column="1">ypMahout</train>
    <train row="0" page="0" column="2">ypHowdah</train>
    <train row="0" page="0" column="3">ypSiegeElephant</train>
    <tech row="0" page="1" column="0">YPDisciplinedFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlameThrower</tech>
    <tech row="0" page="1" column="3">YPExaltedSiegeElephant</tech>
    <tech row="0" page="1" column="0">YPHonoredFlameThrower</tech>
    <tech row="0" page="1" column="0">YPExaltedFlamingArrow</tech>
    <tech row="0" page="1" column="3">ypFortifiedCastle</tech>
    <tech row="0" page="1" column="3">ypFrontierCastle</tech>
    <tech row="0" page="1" column="1">YPExaltedHandMortar</tech>
    <tech row="0" page="1" column="0">YPHonoredFlailElephant</tech>
    <tech row="0" page="1" column="1">YPHonoredHandMortar</tech>
    <tech row="0" page="1" column="0">YPDisciplinedFlailElephant</tech>
    <tech row="0" page="1" column="3">YPHonoredSiegeElephant</tech>
    <tech row="0" page="1" column="1">YPExaltedMahout</tech>
    <tech row="0" page="1" column="2">YPHonoredHowdah</tech>
    <tech row="0" page="1" column="0">YPHonoredFlamingArrow</tech>
    <tech row="0" page="1" column="2">YPExaltedHowdah</tech>
    <tech row="0" page="1" column="1">YPHonoredMahout</tech>
    <tech row="0" page="1" column="0">YPExaltedFlailElephant</tech>
    <tech row="0" page="1" column="1">YPExaltedMorutaru</tech>
    <tech row="0" page="1" column="1">YPHonoredMorutaru</tech>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="1" column="5">StartNativeDance</command>
    <command page="1" column="5">CancelNativeDance</command>
    <command page="1" column="9">SetUnitAsHomeCityGatherPoint</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1395" name="ypMongolianArmy">
    <dbid>2054</dbid>
    <displaynameid>69406</displaynameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_portrait.png</portraiticon>
    <rollovertextid>71131</rollovertextid>
    <shortrollovertextid>71130</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>25.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Food">230.0000</cost>
    <cost resourcetype="Gold">170.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1396" name="ypMongolianArmySpawn">
    <dbid>2055</dbid>
    <displaynameid>69409</displaynameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\changdao\changdao.xml</animfile>
    <icon>resources\art\units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\chinese\new_mongolian_army\new_mongolian_army_icon_portrait.png</portraiticon>
    <rollovertextid>71131</rollovertextid>
    <shortrollovertextid>71130</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>144.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Food">230.0000</cost>
    <cost resourcetype="Gold">170.0000</cost>
    <allowedage>1</allowedage>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1397" name="ypIGCPhysicspopper">
    <dbid>2057</dbid>
    <displaynameid>69425</displaynameid>
    <editornameid>69426</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\chen\spc_chen.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\elizabeth_ramsey\elizabeth_ramsey_igc_icon.png</portraiticon>
    <rollovertextid>69424</rollovertextid>
    <shortrollovertextid>69423</shortrollovertextid>
    <initialhitpoints>1250.0000</initialhitpoints>
    <maxhitpoints>1250.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.8000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>OnlyInEditor</flag>
    <flag>Invulnerable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>ypigcphysicspopper.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>6.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>400.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1398" name="YPMilitaryRickshaw">
    <dbid>2058</dbid>
    <displaynameid>69443</displaynameid>
    <editornameid>69444</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\japanese_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\japanese_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>69442</rollovertextid>
    <shortrollovertextid>69441</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">ypBarracksJapanese</train>
    <train row="0" page="6" column="1">ypStableJapanese</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypCastle">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1399" name="ypRepentantBarbaryCorsair">
    <dbid>2059</dbid>
    <displaynameid>69493</displaynameid>
    <editornameid>69494</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\barbary_corsair\barbary_corsair.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_portrait.png</portraiticon>
    <rollovertextid>69492</rollovertextid>
    <shortrollovertextid>69491</shortrollovertextid>
    <initialhitpoints>315.0000</initialhitpoints>
    <maxhitpoints>315.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1400" name="ypRepentantBlackRider">
    <dbid>2060</dbid>
    <displaynameid>69497</displaynameid>
    <editornameid>69498</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\black_rider\black_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\black_rider\black_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\black_rider\black_rider_portrait.png</portraiticon>
    <rollovertextid>69496</rollovertextid>
    <shortrollovertextid>69495</shortrollovertextid>
    <initialhitpoints>520.0000</initialhitpoints>
    <maxhitpoints>520.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>47.0000</trainpoints>
    <bounty>27.0000</bounty>
    <buildbounty>27.0000</buildbounty>
    <cost resourcetype="Gold">270.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1401" name="ypRepentantElmeti">
    <dbid>2061</dbid>
    <displaynameid>69501</displaynameid>
    <editornameid>69502</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\elmeti\elmeti_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\elmeti_icon.png</icon>
    <portraiticon>resources\art\units\elmeti_portrait.png</portraiticon>
    <rollovertextid>69500</rollovertextid>
    <shortrollovertextid>69499</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1402" name="ypRepentantFusilier">
    <dbid>2062</dbid>
    <displaynameid>69505</displaynameid>
    <editornameid>69506</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\fusilier\fusilier.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\fusilier_icon.png</icon>
    <portraiticon>resources\art\units\fusilier_portrait.png</portraiticon>
    <rollovertextid>69504</rollovertextid>
    <shortrollovertextid>69503</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>70.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1403" name="ypRepentantGreatCannon">
    <dbid>2063</dbid>
    <displaynameid>69509</displaynameid>
    <editornameid>69510</editornameid>
    <populationcount>8</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>2.5000</maxvelocity>
    <maxrunvelocity>4.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\spc\russian_cannon\russian_cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\spc\russian_cannon\russian_cannon_icon_64.png</icon>
    <portraiticon>resources\art\units\spc\russian_cannon\russian_cannon_icon_portrait.png</portraiticon>
    <rollovertextid>69508</rollovertextid>
    <shortrollovertextid>69507</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>90.0000</trainpoints>
    <bounty>120.0000</bounty>
    <buildbounty>120.0000</buildbounty>
    <cost resourcetype="Gold">1200.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>spcrussiancannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>400.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>28.000000</maxrange>
      <rof>4.000000</rof>
      <damagecap>800.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <projectile>RussianGreatCannonBall</projectile>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1404" name="ypRepentantHackapell">
    <dbid>2064</dbid>
    <displaynameid>69513</displaynameid>
    <editornameid>69514</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\hackapell\hackapell_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\hackapell\hackapell_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\hackapell\hackapell_portrait.png</portraiticon>
    <rollovertextid>69512</rollovertextid>
    <shortrollovertextid>69511</shortrollovertextid>
    <initialhitpoints>295.0000</initialhitpoints>
    <maxhitpoints>295.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>80.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>240.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1405" name="ypRepentantHighlander">
    <dbid>2065</dbid>
    <displaynameid>69517</displaynameid>
    <editornameid>69518</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\highlander\highlander.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\highlander\highlander_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\highlander\highlander_portrait.png</portraiticon>
    <rollovertextid>69516</rollovertextid>
    <shortrollovertextid>69515</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>63.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1406" name="ypRepentantJaeger">
    <dbid>2066</dbid>
    <displaynameid>69521</displaynameid>
    <editornameid>69522</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\jaeger\jaeger.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\jaeger\hessian_jaeger_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\jaeger\hessian_jaeger_portrait.png</portraiticon>
    <rollovertextid>69520</rollovertextid>
    <shortrollovertextid>69519</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>38.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>18.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1407" name="ypRepentantLandsknecht">
    <dbid>2067</dbid>
    <displaynameid>69525</displaynameid>
    <editornameid>69526</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\landsknecht\landsknecht.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\landsknecht\landsknect_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\landsknecht\landsknecht_portrait.png</portraiticon>
    <rollovertextid>69524</rollovertextid>
    <shortrollovertextid>69523</shortrollovertextid>
    <initialhitpoints>430.0000</initialhitpoints>
    <maxhitpoints>430.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>44.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">240.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>72.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>36.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>54.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damage>54.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1408" name="ypRepentantMameluke">
    <dbid>2068</dbid>
    <displaynameid>69529</displaynameid>
    <editornameid>69530</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\mameluke\mameluke_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\mameluke\mameluke_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\mameluke\mameluke_portrait.png</portraiticon>
    <rollovertextid>69528</rollovertextid>
    <shortrollovertextid>69527</shortrollovertextid>
    <initialhitpoints>1450.0000</initialhitpoints>
    <maxhitpoints>1450.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>34.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>68.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1409" name="ypRepentantManchu">
    <dbid>2069</dbid>
    <displaynameid>69533</displaynameid>
    <editornameid>69534</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\manchurian_archer\manchurian_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\manchurian_archer\manchurian_archer_portrait.png</portraiticon>
    <rollovertextid>69532</rollovertextid>
    <shortrollovertextid>69531</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>22.0000</bounty>
    <buildbounty>22.0000</buildbounty>
    <cost resourcetype="Gold">220.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damage>27.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <projectile>ArrowFlaming</projectile>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1410" name="ypRepentantNinja">
    <dbid>2070</dbid>
    <displaynameid>69537</displaynameid>
    <editornameid>69538</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\ninja\ninja.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\ninja_icon.png</icon>
    <portraiticon>resources\art\units\ninja_portrait.png</portraiticon>
    <rollovertextid>69536</rollovertextid>
    <shortrollovertextid>69535</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>MercType2</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ninja.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="Hero">10.000000</damagebonus>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Mercenary">10.000000</damagebonus>
      <damagebonus type="AbstractNativeWarrior">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1411" name="ypRepentantRonin">
    <dbid>2071</dbid>
    <displaynameid>69541</displaynameid>
    <editornameid>69542</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\samurai\ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\samurai\ronin_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\samurai\ronin_portrait.png</portraiticon>
    <rollovertextid>69540</rollovertextid>
    <shortrollovertextid>69539</shortrollovertextid>
    <initialhitpoints>540.0000</initialhitpoints>
    <maxhitpoints>540.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handInfantrySplash.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>120.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>160.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>29.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>58.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
      <damage>58.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1412" name="ypRepentantStradiot">
    <dbid>2072</dbid>
    <displaynameid>69545</displaynameid>
    <editornameid>69546</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\balkan_stradiot\balkan_stradiot_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_portrait.png</portraiticon>
    <rollovertextid>69544</rollovertextid>
    <shortrollovertextid>69543</shortrollovertextid>
    <initialhitpoints>585.0000</initialhitpoints>
    <maxhitpoints>585.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>56.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>37.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>112.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1413" name="ypRepentantSwissPikeman">
    <dbid>2073</dbid>
    <displaynameid>69549</displaynameid>
    <editornameid>69550</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\swiss_pikeman\swiss_pikeman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\swiss_pikeman\swiss_pikeman_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\swiss_pikeman\swiss_pikeman_portrait.png</portraiticon>
    <rollovertextid>69548</rollovertextid>
    <shortrollovertextid>69547</shortrollovertextid>
    <initialhitpoints>325.0000</initialhitpoints>
    <maxhitpoints>325.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Gold">160.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>64.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
      <damage>22.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1414" name="ypRepentantArsonist">
    <dbid>2074</dbid>
    <displaynameid>69553</displaynameid>
    <editornameid>69554</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\arsonist\spc_arsonist.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\arsonist\arsonist_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\arsonist\arsonist_icon_portrait.png</portraiticon>
    <rollovertextid>69552</rollovertextid>
    <shortrollovertextid>69551</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>TorchProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Mercenary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>arsonist.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>140.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>28.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>48.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1415" name="ypRepentantIronTroop">
    <dbid>2075</dbid>
    <displaynameid>69557</displaynameid>
    <editornameid>69558</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\iron_troop\iron_troop.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\iron_troop\iron_troop_icon_portrait.png</portraiticon>
    <rollovertextid>69556</rollovertextid>
    <shortrollovertextid>69555</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1416" name="ypRepentantJatLancer">
    <dbid>2076</dbid>
    <displaynameid>69561</displaynameid>
    <editornameid>69562</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\jat_lancer\jat_lancer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\jat_lancer\jat_lancer_icon_portrait.png</portraiticon>
    <rollovertextid>69560</rollovertextid>
    <shortrollovertextid>69559</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>handCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>45.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>39.000000</damagecap>
      <damagebonus type="AbstractInfantry">4.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1417" name="ypRepentantYojimbo">
    <dbid>2077</dbid>
    <displaynameid>69565</displaynameid>
    <editornameid>69566</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.8000</maxvelocity>
    <maxrunvelocity>8.8000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\yojimbo\yojimbo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\yojimbo\yojimbo_icon_portrait.png</portraiticon>
    <rollovertextid>69564</rollovertextid>
    <shortrollovertextid>69563</shortrollovertextid>
    <initialhitpoints>540.0000</initialhitpoints>
    <maxhitpoints>540.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Gold">400.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>116.000000</damagecap>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damagebonus type="AbstractCoyoteMan">1.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1418" name="ypRepentantOutlawPistol">
    <dbid>2078</dbid>
    <displaynameid>69569</displaynameid>
    <editornameid>69570</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_pistol.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_64x64.png</icon>
    <portraiticon>resources\art\nuggets\outlaw_kidnap\outlaw_icon_portrait.png</portraiticon>
    <rollovertextid>69568</rollovertextid>
    <shortrollovertextid>69567</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Gold">80.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractPistolero</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1419" name="ypRepentantOutlawRider">
    <dbid>2079</dbid>
    <displaynameid>69573</displaynameid>
    <editornameid>69574</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>69572</rollovertextid>
    <shortrollovertextid>69571</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>16.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1420" name="ypRepentantOutlawRifleman">
    <dbid>2080</dbid>
    <displaynameid>69577</displaynameid>
    <editornameid>69578</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_shotgun.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_shotgun_icon.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_shotgun_portrait.png</portraiticon>
    <rollovertextid>69576</rollovertextid>
    <shortrollovertextid>69575</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1421" name="ypRepentantPirate">
    <dbid>2081</dbid>
    <displaynameid>69581</displaynameid>
    <editornameid>69582</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\pirates\pirates.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\pirates\pirate_icon.png</icon>
    <portraiticon>resources\art\units\spc\pirates\pirate_portrait.png</portraiticon>
    <rollovertextid>69580</rollovertextid>
    <shortrollovertextid>69579</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>12.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonPirate.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">4.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">4.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1422" name="ypRepentantDacoit">
    <dbid>2082</dbid>
    <displaynameid>69585</displaynameid>
    <editornameid>69586</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\fugitive_dacoit\fugitive_dacoit.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\fugitive_dacoit\dacoit_icon_portrait.png</portraiticon>
    <rollovertextid>69584</rollovertextid>
    <shortrollovertextid>69583</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractDacoit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>1.500000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>35.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1423" name="ypRepentantThuggee">
    <dbid>2083</dbid>
    <displaynameid>69589</displaynameid>
    <editornameid>69590</editornameid>
    <populationcount>6</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\delinquent_thuggee\delinquent_thuggee.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\delinquent_thuggee\thuggee_icon_portrait.png</portraiticon>
    <rollovertextid>69588</rollovertextid>
    <shortrollovertextid>69587</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>saloonRifle.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>45.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1424" name="ypRepentantBlindMonk">
    <dbid>2084</dbid>
    <displaynameid>69593</displaynameid>
    <editornameid>69594</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\blind_monk\blind_monk.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\blind_monk\blind_monk_icon_portrait.png</portraiticon>
    <rollovertextid>69592</rollovertextid>
    <shortrollovertextid>69591</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>20.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>33.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouMonk.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damage>13.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1425" name="ypRepentantSmuggler">
    <dbid>2085</dbid>
    <displaynameid>69597</displaynameid>
    <editornameid>69598</editornameid>
    <populationcount>4</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wokou_pirate\wokou_pirate.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wokou_pirate\wokou_pirate_icon_portrait.png</portraiticon>
    <rollovertextid>69596</rollovertextid>
    <shortrollovertextid>69595</shortrollovertextid>
    <initialhitpoints>165.0000</initialhitpoints>
    <maxhitpoints>165.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>33.0000</trainpoints>
    <bounty>23.0000</bounty>
    <buildbounty>23.0000</buildbounty>
    <cost resourcetype="Gold">115.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>54.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>27.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1426" name="ypRepentantWanderingHorseman">
    <dbid>2086</dbid>
    <displaynameid>69601</displaynameid>
    <editornameid>69602</editornameid>
    <populationcount>5</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wandering_horseman\wandering_horseman_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wandering_horseman\wandering_horseman_icon_portrait.png</portraiticon>
    <rollovertextid>69600</rollovertextid>
    <shortrollovertextid>69599</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>70.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">180.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>12.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damage>12.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1427" name="ypRepentantWaywardRonin">
    <dbid>2087</dbid>
    <displaynameid>69605</displaynameid>
    <editornameid>69606</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\mercenaries\wayward_ronin\wayward_ronin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\mercenaries\wayward_ronin\wayward_ronin_icon_portrait.png</portraiticon>
    <rollovertextid>69604</rollovertextid>
    <shortrollovertextid>69603</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <initialunitaistance>Defensive</initialunitaistance>
    <trainpoints>33.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractWokou</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Wanders</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>wokouInfantry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>25.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1428" name="ypBankWagon">
    <dbid>2089</dbid>
    <displaynameid>69619</displaynameid>
    <editornameid>69620</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_bank.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\bank_wagon_icon.png</icon>
    <portraiticon>resources\art\units\bank_wagon_portrait.png</portraiticon>
    <rollovertextid>69618</rollovertextid>
    <shortrollovertextid>69617</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">ypBankAsian</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Bank">3.000000</rate>
      <rate type="ypBankAsian">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1429" name="ypStunStars">
    <dbid>2092</dbid>
    <displaynameid>69636</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>units\attachments\stun_stars.xml</animfile>
    <lifespan>0.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1430" name="ypPetSnowMonkey">
    <dbid>2093</dbid>
    <displaynameid>69647</displaynameid>
    <editornameid>69648</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>3</wanderdistance>
    <animfile>units\animals\snow_monkey\snow_monkey.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\snow_monkey\snowmonkey_icon.png</icon>
    <portraiticon>resources\art\units\animals\snow_monkey\snowmonkey_icon_portrait.png</portraiticon>
    <rollovertextid>69646</rollovertextid>
    <shortrollovertextid>69645</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>3.0000</bounty>
    <buildbounty>3.0000</buildbounty>
    <cost resourcetype="Food">25.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>Tracked</flag>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1431" name="ypSPCEdwardsonEvil">
    <dbid>2095</dbid>
    <displaynameid>69773</displaynameid>
    <editornameid>69774</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\edwardson\spc_edwardson_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\edwardson\clnl_edwardson_icon_portrait.png</portraiticon>
    <rollovertextid>69772</rollovertextid>
    <shortrollovertextid>69771</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">ypSepoy</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>ypspcedwardson.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1432" name="xpBuilderStart">
    <dbid>2096</dbid>
    <displaynameid>69779</displaynameid>
    <editornameid>69780</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>69778</rollovertextid>
    <shortrollovertextid>69777</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="10">Barracks</train>
    <train row="0" page="6" column="12">ArtilleryDepot</train>
    <train row="0" page="6" column="11">Corral</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="6" column="0">Longhouse</train>
    <train row="0" page="6" column="6">Plantation</train>
    <train row="0" page="6" column="4">Farm</train>
    <train row="0" page="6" column="4">Farm</train>
    <train row="0" page="6" column="3">Market</train>
    <train row="0" page="6" column="2">Dock</train>
    <train row="0" page="6" column="1">CommunityPlaza</train>
    <train row="0" page="6" column="5">deFurTrade</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="1433" name="ypSPCSaltpeterSocket">
    <dbid>2097</dbid>
    <displaynameid>69783</displaynameid>
    <editornameid>69784</editornameid>
    <subciv>Saltpeter</subciv>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\saltpeter_site\saltpeter_socket.xml</animfile>
    <icon>resources\art\buildings\native_settlement\indian_native_site_icon_64.png</icon>
    <minimapicon>ui\minimap\asian_native_site</minimapicon>
    <portraiticon>resources\art\buildings\native_settlement\indian_native_site_icon_portrait.png</portraiticon>
    <rollovertextid>69782</rollovertextid>
    <shortrollovertextid>69781</shortrollovertextid>
    <los>0.0000</los>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>TradePostSocket</unittype>
    <unittype>NativeSocket</unittype>
    <unittype>Socket</unittype>
    <unittype>Building</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>Unattackable</unittype>
    <flag>NoUnitAI</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>Invulnerable</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1434" name="ypSPCSaltpeterSite">
    <dbid>2098</dbid>
    <displaynameid>69785</displaynameid>
    <editornameid>69786</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\asian_civs\spc\saltpeter_site\saltpeter_site.xml</animfile>
    <icon>resources\art\buildings\native_settlement\indian_native_site_icon_64.png</icon>
    <portraiticon>resources\art\buildings\native_settlement\indian_native_site_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Building</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1435" name="ypCrateofCoin1">
    <dbid>2100</dbid>
    <displaynameid>69835</displaynameid>
    <editornameid>69836</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>69834</rollovertextid>
    <shortrollovertextid>69833</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1436" name="ypCrateofFood1">
    <dbid>2101</dbid>
    <displaynameid>69839</displaynameid>
    <editornameid>69840</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>69838</rollovertextid>
    <shortrollovertextid>69837</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1437" name="ypCrateofWood1">
    <dbid>2102</dbid>
    <displaynameid>69843</displaynameid>
    <editornameid>69844</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>69842</rollovertextid>
    <shortrollovertextid>69841</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1438" name="ypEggIceCreamTruck">
    <dbid>2106</dbid>
    <displaynameid>69960</displaynameid>
    <editornameid>69961</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>16.0000</maxvelocity>
    <maxrunvelocity>18.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\asians\eggs\monster_ice_cream_truck\monster_ice_cream_truck.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\eggs\monster_ice_Cream_truck\unit_monster_ice_cream_truck_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\eggs\monster_ice_Cream_truck\unit_monster_ice_cream_truck_icon_portrait.png</portraiticon>
    <rollovertextid>69959</rollovertextid>
    <shortrollovertextid>69958</shortrollovertextid>
    <initialhitpoints>60000.0000</initialhitpoints>
    <maxhitpoints>60000.0000</maxhitpoints>
    <los>20.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <bounty>15000.0000</bounty>
    <buildbounty>10000.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>monstertruck.tactics</tactics>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>1000.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>2000.000000</damagecap>
      <damagearea>8.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1439" name="ypEggHotDogCart">
    <dbid>2107</dbid>
    <displaynameid>69964</displaynameid>
    <editornameid>69965</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\asians\eggs\flaming_hot_dog_cart\flaming_hot_dog_cart.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\eggs\flaming_hot_dog_cart\unit_hot_dog_cart_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\eggs\flaming_hot_dog_cart\unit_hot_dog_cart_icon_portrait.png</portraiticon>
    <rollovertextid>69963</rollovertextid>
    <shortrollovertextid>69962</shortrollovertextid>
    <initialhitpoints>300.0000</initialhitpoints>
    <maxhitpoints>300.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>34.0000</bounty>
    <buildbounty>34.0000</buildbounty>
    <cost resourcetype="Wood">170.0000</cost>
    <cost resourcetype="Gold">170.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>flamethrower.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>FlameAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>10.000000</maxrange>
      <rof>0.500000</rof>
      <damagecap>30.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Building">2.000000</damagebonus>
      <damagebonus type="Ship">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1440" name="ypIGCIndianVillager">
    <dbid>2114</dbid>
    <displaynameid>70017</displaynameid>
    <editornameid>70018</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\igc_indian_villager\igc_indian_villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\shared\villager\indian_peasant_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\villager\indian_peasant_icon_portrait.png</portraiticon>
    <rollovertextid>70016</rollovertextid>
    <shortrollovertextid>70015</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
  </unit>
  <unit id="1441" name="ypSPCPravar">
    <dbid>2115</dbid>
    <displaynameid>70059</displaynameid>
    <editornameid>70060</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\prava\spc_pravar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\prava\pravar_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\prava\pravar_icon_portrait.png</portraiticon>
    <rollovertextid>70058</rollovertextid>
    <shortrollovertextid>70057</shortrollovertextid>
    <initialhitpoints>600.0000</initialhitpoints>
    <maxhitpoints>600.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHealer</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>ypspcnanib.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>32.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1442" name="ypSPCBrahminHealer">
    <dbid>2116</dbid>
    <displaynameid>70081</displaynameid>
    <editornameid>70082</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\brahmin_healer\spc_brahmin_healer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\indians\monk\indian_monk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\indians\monk\indian_monk_icon_portrait.png</portraiticon>
    <rollovertextid>70080</rollovertextid>
    <shortrollovertextid>70079</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>50.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHealer</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>ypindianmonk.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="WarHut">1.000000</rate>
      <rate type="ArtilleryDepot">1.000000</rate>
      <rate type="Corral">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>40.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">6.000000</rate>
    </protoaction>
  </unit>
  <unit id="1443" name="ypGoatFat">
    <dbid>2117</dbid>
    <displaynameid>70086</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\goat\goat.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\goat\goat_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\goat\goat_icon_portrait.png</portraiticon>
    <rollovertextid>70085</rollovertextid>
    <shortrollovertextid>70084</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">300.0000</carrycapacity>
    <initialresource resourcetype="Food">300.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Herdable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>HuntedResource</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">0.750000</rate>
      <rate type="Farm">0.750000</rate>
      <rate type="ypVillage">0.750000</rate>
      <rate type="YPLivestockPenAsian">0.750000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.270000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.110000</rate>
    </protoaction>
  </unit>
  <unit id="1444" name="ypMigrantOx">
    <dbid>2118</dbid>
    <displaynameid>70089</displaynameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <animfile>units\asians\shared\villager\villager.xml</animfile>
    <icon>resources\images\icons\home_city\hc_year_of_the_ox.png</icon>
    <portraiticon>resources\images\icons\home_city\hc_year_of_the_ox.png</portraiticon>
    <rollovertextid>70088</rollovertextid>
    <shortrollovertextid>70087</shortrollovertextid>
    <trainpoints>0.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>herd.tactics</tactics>
  </unit>
  <unit id="1445" name="ypMigrantArmyMedium">
    <dbid>2119</dbid>
    <displaynameid>70092</displaynameid>
    <editornameid>70093</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <animfile>units\asians\shared\villager\villager.xml</animfile>
    <icon>resources\images\icons\home_city\hc_western_refugees.png</icon>
    <portraiticon>resources\images\icons\home_city\hc_western_refugees.png</portraiticon>
    <rollovertextid>70091</rollovertextid>
    <shortrollovertextid>70090</shortrollovertextid>
    <trainpoints>0.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">200.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>AllowOverPopCap</flag>
    <flag>AlwaysAllowOverPopCap</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1446" name="ypFishingBoatIndians">
    <dbid>2120</dbid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>6.0000</turnrate>
    <animfile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\fishing_boat_asian\indian_fishing_boat_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\fishing_boat_asian\indian_fishing_boat_icon_portrait.png</portraiticon>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>7.0000</bounty>
    <buildbounty>7.0000</buildbounty>
    <cost resourcetype="Wood">70.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>10</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Ship</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>fishingBoatAsian.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractWhale">0.500000</rate>
      <rate type="AbstractFish">0.670000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>8.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>16.000000</damagecap>
      <projectile>ArrowCanoe</projectile>
    </protoaction>
  </unit>
  <unit id="1447" name="ypIrregularIndians">
    <dbid>2121</dbid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\irregular\irregular.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\irregular\indian_irregular_gun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\irregular\indian_irregular_gun_icon_portrait.png</portraiticon>
    <initialhitpoints>130.0000</initialhitpoints>
    <maxhitpoints>130.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>2.0000</trainpoints>
    <cost resourcetype="Food">20.0000</cost>
    <cost resourcetype="Gold">20.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractIrregular</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>LifespanUnit</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>21.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1448" name="ypPeasantIndians">
    <dbid>2122</dbid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\peasant\peasant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\irregular\indian_irregular_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\irregular\indian_irregular_icon_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>1.0000</trainpoints>
    <cost resourcetype="Food">20.0000</cost>
    <cost resourcetype="Gold">20.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractIrregular</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">4.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1449" name="YPCastleWagonIndians">
    <dbid>2123</dbid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\castle_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\indian_castle_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\indian_castle_wagon_icon_portrait.png</portraiticon>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">ypCastle</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypCastle">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1450" name="ypTradingPostAsian">
    <dbid>2124</dbid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\trading_post\trading_post.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>tradepost.xml</placementfile>
    <icon>resources\art\buildings\trading_post\trading_post_asian_icon_64.png</icon>
    <portraiticon>resources\art\buildings\trading_post\trading_post_asian_icon_portrait.png</portraiticon>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>14.0000</los>
    <buildpoints>90.0000</buildpoints>
    <bounty>100.0000</bounty>
    <buildbounty>50.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <socketunittype>TradePostSocket</socketunittype>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>VictoryPointBuilding</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractTypeVictoryPointBuilding</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractTradingPost</unittype>
    <train row="0" page="0" column="1">NatAxeRiderDogSoldier</train>
    <train row="0" page="0" column="0">NatSharktoothBowman</train>
    <train row="0" page="0" column="0">NatAxeRider</train>
    <train row="0" page="0" column="1">NatMantlet</train>
    <train row="0" page="0" column="0">NatHuaminca</train>
    <train row="0" page="0" column="1">NatBolasWarrior</train>
    <train row="0" page="0" column="0">NatJaguarWarrior</train>
    <train row="0" page="0" column="0">NatClubman</train>
    <train row="0" page="0" column="0">NatTracker</train>
    <train row="0" page="0" column="0">NatTomahawk</train>
    <train row="0" page="0" column="0">NatRifleman</train>
    <train row="0" page="0" column="0">NatBlowgunWarrior</train>
    <train row="0" page="0" column="0">NatHorseArcher</train>
    <train row="0" page="0" column="0">NatHolcanSpearman</train>
    <train row="0" page="0" column="0">NatBlackwoodArcher</train>
    <train row="0" page="0" column="1">NatEagleWarrior</train>
    <train row="0" page="0" column="2">NatMedicineMan</train>
    <train row="0" page="0" column="1">CoureurCree</train>
    <train row="0" page="0" column="0">NatHuronMantlet</train>
    <train row="0" page="0" column="0">NatLightningWarrior</train>
    <train row="0" page="0" column="0">NatCheyenneRider</train>
    <train row="0" page="0" column="0">NatKlamathRifleman</train>
    <train row="0" page="0" column="0">NatMapucheClubman</train>
    <train row="0" page="0" column="0">NatNavajoRifleman</train>
    <train row="0" page="0" column="0">NatApacheCavalry</train>
    <train row="0" page="0" column="0">ypNatWarElephant</train>
    <train row="0" page="0" column="0">ypNatTigerClaw</train>
    <train row="0" page="0" column="0">ypNatRattanShield</train>
    <train row="0" page="0" column="0">ypNatConquistador</train>
    <train row="0" page="0" column="0">ypNatChakram</train>
    <train row="0" page="0" column="0">ypNatSohei</train>
    <tech row="0" page="1" column="1">ChampionNavajo</tech>
    <tech row="0" page="1" column="1">ChampionKlamath</tech>
    <tech row="0" page="2" column="1">NatIroquoisLeague</tech>
    <tech row="0" page="2" column="1">NatGarifunaDrums</tech>
    <tech row="0" page="2" column="1">NatChasquisMessengers</tech>
    <tech row="0" page="2" column="1">NatBarkClothing</tech>
    <tech row="0" page="2" column="1">NatHorseBreeding</tech>
    <tech row="0" page="2" column="1">NatBasketweaving</tech>
    <tech row="0" page="2" column="1">NatKinship</tech>
    <tech row="0" page="2" column="1">NatLacrosse</tech>
    <tech row="0" page="2" column="1">NatGuerillaWars</tech>
    <tech row="0" page="2" column="1">NatMustangs</tech>
    <tech row="0" page="2" column="1">NatChinampa</tech>
    <tech row="0" page="2" column="1">NatCottonArmor</tech>
    <tech row="0" page="2" column="1">NatWarDance</tech>
    <tech row="0" page="2" column="1">NatTextileCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatRoadbuilding</tech>
    <tech row="0" page="2" column="1">NatHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatPoisonArrowFrogs</tech>
    <tech row="0" page="1" column="1">ChampionAztecs</tech>
    <tech row="0" page="1" column="1">ChampionCaribs</tech>
    <tech row="0" page="1" column="1">ChampionInca</tech>
    <tech row="0" page="1" column="1">ChampionMaya</tech>
    <tech row="0" page="1" column="1">ChampionCherokee</tech>
    <tech row="0" page="1" column="1">ChampionCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCheyenne</tech>
    <tech row="0" page="2" column="1">NatKasiriBeer</tech>
    <tech row="0" page="1" column="1">ChampionTupi</tech>
    <tech row="0" page="2" column="1">NatAztecInitiation</tech>
    <tech row="0" page="2" column="1">NatHorseTrading</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiVegetarianism</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiYoga</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedUdasi</tech>
    <tech row="0" page="2" column="1">NatXPApacheCactus</tech>
    <tech row="0" page="2" column="1">NatXPHuronSunCeremony</tech>
    <tech row="0" page="2" column="1">NatXPHuronTradeMonopoly</tech>
    <tech row="0" page="2" column="1">NatXPKlamathHuckleberryFeast</tech>
    <tech row="0" page="2" column="1">NatXPMapucheAdMapu</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTactics</tech>
    <tech row="0" page="2" column="1">NatXPNavajoCraftsmanship</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCloudPeople</tech>
    <tech row="0" page="2" column="1">NatXPZapotecCultOfTheDead</tech>
    <tech row="0" page="2" column="1">NatXPApacheEndurance</tech>
    <tech row="0" page="2" column="1">NatXPMapucheTreatyOfQuillin</tech>
    <tech row="0" page="2" column="1">NatXPNavajoShepherds</tech>
    <tech row="0" page="1" column="1">ChampionCheyenne</tech>
    <tech row="0" page="2" column="1">NatBowyery</tech>
    <tech row="0" page="2" column="1">NatMorningWars</tech>
    <tech row="0" page="2" column="1">NatTanning</tech>
    <tech row="0" page="1" column="1">ChampionLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNavajo</tech>
    <tech row="0" page="1" column="1">WarriorSocietyZapotec</tech>
    <tech row="0" page="1" column="1">ChampionMapuche</tech>
    <tech row="0" page="1" column="1">ChampionZapotec</tech>
    <tech row="0" page="2" column="1">NatXPKlamathStrategy</tech>
    <tech row="0" page="2" column="1">NatXPNavajoWeaving</tech>
    <tech row="0" page="1" column="1">ChampionApache</tech>
    <tech row="0" page="1" column="1">ChampionHuron</tech>
    <tech row="0" page="2" column="1">NatAnimalLore</tech>
    <tech row="0" page="2" column="1">NatMetalworking</tech>
    <tech row="0" page="2" column="1">NatPotlatch</tech>
    <tech row="0" page="2" column="1">NatCalendar</tech>
    <tech row="0" page="1" column="1">ChampionComanche</tech>
    <tech row="0" page="1" column="1">ChampionIroquois</tech>
    <tech row="0" page="1" column="1">ChampionSeminoles</tech>
    <tech row="0" page="1" column="0">TradeRouteUpgrade1</tech>
    <tech row="0" page="2" column="1">NatChocolateRecipes</tech>
    <tech row="0" page="1" column="1">NatCeremonialFeast</tech>
    <tech row="0" page="2" column="1">NatTradeLanguage</tech>
    <tech row="0" page="1" column="1">WarriorSocietyComanche</tech>
    <tech row="0" page="1" column="1">WarriorSocietyInca</tech>
    <tech row="0" page="1" column="1">WarriorSocietySeminoles</tech>
    <tech row="0" page="2" column="1">NatXPApacheRaiding</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneFury</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHorseTrading</tech>
    <tech row="0" page="2" column="1">NatXPCheyenneHuntingGrounds</tech>
    <tech row="0" page="2" column="1">NatXPHuronFishWedding</tech>
    <tech row="0" page="1" column="1">WarriorSocietyApache</tech>
    <tech row="0" page="1" column="1">WarriorSocietyKlamath</tech>
    <tech row="0" page="1" column="0">TradeRouteUpgrade2</tech>
    <tech row="0" page="2" column="1">NatForestBurning</tech>
    <tech row="0" page="2" column="1">NatXPKlamathWorkEthos</tech>
    <tech row="0" page="2" column="1">NatXPZapotecFoodOfTheGods</tech>
    <tech row="0" page="1" column="1">WarriorSocietyHuron</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMapuche</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgradeIndia1</tech>
    <tech row="0" page="2" column="1">NatGarlandWars</tech>
    <tech row="0" page="2" column="1">NatSequoyahSyllabary</tech>
    <tech row="0" page="1" column="1">WarriorSocietyLakota</tech>
    <tech row="0" page="1" column="1">WarriorSocietyMaya</tech>
    <tech row="0" page="1" column="1">WarriorSocietyNootka</tech>
    <tech row="0" page="1" column="1">WarriorSocietyTupi</tech>
    <tech row="0" page="2" column="1">NatDogSoldier</tech>
    <tech row="0" page="1" column="1">WarriorSocietyAztecs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCaribs</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCherokee</tech>
    <tech row="0" page="1" column="1">WarriorSocietyCree</tech>
    <tech row="0" page="1" column="1">WarriorSocietyIroquois</tech>
    <tech row="0" page="2" column="1">NatLoyalClubman</tech>
    <tech row="0" page="2" column="1">NatBlowgunnerAmbush</tech>
    <tech row="0" page="2" column="1">YPNatZenMeritocracy</tech>
    <tech row="0" page="2" column="1">YPNatZenMeditation</tech>
    <tech row="0" page="2" column="1">YPNatUdasiGurus</tech>
    <tech row="0" page="2" column="1">YPNatSufiSharia</tech>
    <tech row="0" page="2" column="1">YPNatShaolinDimMak</tech>
    <tech row="0" page="2" column="1">YPNatShaolinClenchedFist</tech>
    <tech row="0" page="2" column="2">YPNatJesuitSmokelessPowder</tech>
    <tech row="0" page="2" column="1">YPNatJesuitFlyingButtress</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedBhakti</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedSufi</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedZen</tech>
    <tech row="0" page="1" column="1">ypNatHonoredBhakti</tech>
    <tech row="0" page="1" column="1">ypNatHonoredUdasi</tech>
    <tech row="0" page="2" column="1">YPNatBhaktiReinforcedGuantlets</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgrade1</tech>
    <tech row="0" page="1" column="0">ypTradeRouteUpgrade2</tech>
    <tech row="0" page="1" column="1">ChampionNootka</tech>
    <tech row="0" page="2" column="1">YPNatZenMasterLessons</tech>
    <tech row="0" page="2" column="1">YPNatSufiPilgramage</tech>
    <tech row="0" page="2" column="1">YPNatSufiFasting</tech>
    <tech row="0" page="2" column="1">YPNatShaolinWoodClearing</tech>
    <tech row="0" page="2" column="3">YPNatJesuitSchools</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedJesuit</tech>
    <tech row="0" page="1" column="1">ypNatDisciplinedShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredShaolin</tech>
    <tech row="0" page="1" column="1">ypNatHonoredSufi</tech>
    <tech row="0" page="2" column="1">YPNatUdasiNewYear</tech>
    <tech row="0" page="2" column="1">YPNatUdasiArmyOfThePure</tech>
    <tech row="0" page="1" column="1">ypNatHonoredJesuit</tech>
    <tech row="0" page="1" column="1">ypNatHonoredZen</tech>
    <tech row="0" page="1" column="1">ypTradeRouteUpgradeIndia2</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>HasGatherPoint</flag>
    <flag>SnapPlacement</flag>
    <flag>CreateUniqueInstance</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="7">Delete</command>
    <command page="1" column="0">FourOfAKind</command>
    <tactics>tradingpost.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damage>25.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>8.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1451" name="YPCoveredWagonJapan">
    <dbid>2125</dbid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\s</minimapicon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_town_center_wagon_icon_portrait.png</portraiticon>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1452" name="YPCoveredWagonIndians">
    <dbid>2126</dbid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\indian_town_center_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\s</minimapicon>
    <portraiticon>resources\art\units\asians\shared\wagon\indian_town_center_wagon_icon_portrait.png</portraiticon>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1453" name="YPCastleWagonJapan">
    <dbid>2127</dbid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\asians\shared\wagon\castle_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\chinese_castle_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\chinese_castle_wagon_icon_portrait.png</portraiticon>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <train row="0" page="6" column="0">ypCastle</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypCastle">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1454" name="ypRickshawIndian">
    <dbid>2128</dbid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\asians\shared\rickshaw\rickshaw.xml</animfile>
    <icon>resources\art\units\asians\shared\rickshaw\indian_rickshaw_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\rickshaw\rickshaw1_icon_portrait.png</portraiticon>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>15.0000</los>
    <trainpoints>30.0000</trainpoints>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.9000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoHPBar</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1455" name="ypPropsBlossomFall">
    <dbid>2129</dbid>
    <displaynameid>70259</displaynameid>
    <editornameid>70260</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\japanese_cinematic_blossoms.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>ObscuresUnits</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1456" name="ypNativeScout">
    <dbid>2132</dbid>
    <displaynameid>70278</displaynameid>
    <editornameid>70279</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\aymara_scout.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\miskatonic_scout_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\miskatonic_scout_portrait.png</portraiticon>
    <rollovertextid>70277</rollovertextid>
    <shortrollovertextid>70276</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <bounty>14.0000</bounty>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>nativescout.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>3.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1457" name="ypSPCEnemyDaimyoOtano">
    <dbid>2133</dbid>
    <displaynameid>70288</displaynameid>
    <editornameid>70289</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\enemy_daimyo\spc_enemy_daimyo_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\japanese\shogun\regecide_shogun_icon_portrait.png</portraiticon>
    <rollovertextid>70287</rollovertextid>
    <shortrollovertextid>70286</shortrollovertextid>
    <initialhitpoints>1100.0000</initialhitpoints>
    <maxhitpoints>1100.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>daimyo.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1458" name="YPSacredFieldWagon">
    <dbid>2135</dbid>
    <displaynameid>70302</displaynameid>
    <editornameid>70303</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\asians\shared\wagon\indian_town_center_wagon_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\shared\wagon\indian_town_center_wagon_icon_portrait.png</portraiticon>
    <rollovertextid>70301</rollovertextid>
    <shortrollovertextid>70300</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">ypSacredField</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>TCBuildLimit</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="ypSacredField">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1459" name="ypNuggetMongolScout">
    <dbid>2136</dbid>
    <displaynameid>70424</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <flattenterrainexpand>2.0000</flattenterrainexpand>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>nuggets\asian\mongol_scout\nugget_mongol_scout.xml</animfile>
    <icon>resources\art\objects\treasure\treasure_icon_64x64.png</icon>
    <minimapicon>ui\minimap\treasure</minimapicon>
    <portraiticon>resources\art\objects\treasure\treasure_portrait.png</portraiticon>
    <rollovertextid>70423</rollovertextid>
    <shortrollovertextid>70422</shortrollovertextid>
    <los>9.0000</los>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>AbstractNuggetLand</unittype>
    <unittype>AbstractNugget</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NoHPBar</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ForceToGaia</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Nugget</flag>
    <flag>ObscuresUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Doppled</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1460" name="ypSacredCow">
    <dbid>2137</dbid>
    <displaynameid>70439</displaynameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <idletimeout>3.0000</idletimeout>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\cow\cow.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\cow\cow_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\cow\cow_portrait.png</portraiticon>
    <rollovertextid>70438</rollovertextid>
    <shortrollovertextid>70437</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>9.0000</los>
    <unitaitype>HerdAnimal</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <buildlimit>20</buildlimit>
    <bounty>0.0000</bounty>
    <cost resourcetype="Food">80.0000</cost>
    <carrycapacity resourcetype="Food">500.0000</carrycapacity>
    <initialresource resourcetype="Food">50.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>Herdable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Food</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ColorTransformNonGaia</flag>
    <flag>CivSpecificText</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>herd.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">0.250000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherXP</name>
      <rate type="XP">0.100000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="LivestockPen">1.000000</rate>
      <rate type="Farm">1.000000</rate>
      <rate type="ypVillage">1.000000</rate>
      <rate type="YPLivestockPenAsian">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>GatherXP</name>
      <rate type="ypSacredField">0.200000</rate>
    </protoaction>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.140000</rate>
    </protoaction>
  </unit>
  <unit id="1461" name="ypSettlerIceCream">
    <dbid>2138</dbid>
    <displaynameid>70460</displaynameid>
    <editornameid>70461</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\villagers\ice_cream_villager.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\shared\villager\peasant_icon.png</icon>
    <portraiticon>resources\art\units\asians\shared\villager\peasant_icon_portrait.png</portraiticon>
    <selectionpriority>10</selectionpriority>
    <rollovertextid>70459</rollovertextid>
    <shortrollovertextid>70458</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>14.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <buildlimit>99</buildlimit>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeAffectedByTownBell</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeLandEconomy</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AffectedByTownBell</unittype>
    <train row="0" page="255" column="0">ypWJGiantBuddha4</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha5</train>
    <train row="0" page="6" column="0">House</train>
    <train row="0" page="255" column="1">WallStraight2</train>
    <train row="0" page="255" column="1">WallStraight5</train>
    <train row="0" page="6" column="0">Manor</train>
    <train row="0" page="6" column="0">CommunityPlaza</train>
    <train row="0" page="6" column="0">HouseEast</train>
    <train row="0" page="6" column="0">HouseMed</train>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Farm</train>
    <train row="0" page="6" column="3">Mill</train>
    <train row="0" page="6" column="4">LivestockPen</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="5">Dock</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="8">WallConnector</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0" page="6" column="13">ArtilleryDepot</train>
    <train row="0">Outpost</train>
    <train row="0" page="6" column="4">ypSacredField</train>
    <train row="0" page="6" column="0">ypHouseIndian</train>
    <train row="0" page="6" column="12">ypStableJapanese</train>
    <train row="0" page="6" column="11">ypBarracksJapanese</train>
    <train row="0" page="6" column="12">ypCaravanserai</train>
    <train row="0" page="6" column="0">ypVillage</train>
    <train row="0" page="6" column="10">ypMonastery</train>
    <train row="0" page="6" column="11">YPBarracksIndian</train>
    <train row="0" page="6" column="5">YPDockAsian</train>
    <train row="0" page="6" column="0">ypShrineJapanese</train>
    <train row="0" page="6" column="4">YPLivestockPenAsian</train>
    <train row="0" page="6" column="6">ypCastle</train>
    <train row="0" page="6" column="14">ypConsulate</train>
    <train row="0" page="6" column="3">ypRicePaddy</train>
    <train row="0" page="6" column="4">deFurTrade</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion2</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha2</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine5</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine4</train>
    <train row="0" page="255" column="0">ypWJToshoguShrine3</train>
    <train row="0" page="255" column="0">ypWJToriiGates5</train>
    <train row="0" page="255" column="0">ypWJToriiGates4</train>
    <train row="0" page="255" column="0">ypWJToriiGates3</train>
    <train row="0" page="255" column="0">ypWJToriiGates2</train>
    <train row="0" page="255" column="0">ypWJShogunate4</train>
    <train row="0" page="255" column="0">ypWJShogunate5</train>
    <train row="0" page="255" column="0">ypWJShogunate3</train>
    <train row="0" page="255" column="0">ypWJShogunate2</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion3</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion4</train>
    <train row="0" page="255" column="0">ypWJGoldenPavillion5</train>
    <train row="0" page="255" column="0">ypWJGiantBuddha3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda2</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda3</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda4</train>
    <train row="0" page="255" column="0">ypWCWhitePagoda5</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven2</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven3</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven4</train>
    <train row="0" page="255" column="0">ypWCTempleOfHeaven5</train>
    <train row="0" page="255" column="0">ypWCSummerPalace2</train>
    <train row="0" page="255" column="0">ypWCSummerPalace3</train>
    <train row="0" page="255" column="0">ypWCSummerPalace4</train>
    <train row="0" page="255" column="0">ypWCSummerPalace5</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower2</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower3</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower4</train>
    <train row="0" page="255" column="0">ypWCPorcelainTower5</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy2</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy3</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy4</train>
    <train row="0" page="255" column="0">ypWCConfucianAcademy5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory5</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory4</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory3</train>
    <train row="0" page="255" column="0">ypWITowerOfVictory2</train>
    <train row="0" page="255" column="0">ypWITajMahal5</train>
    <train row="0" page="255" column="0">ypWITajMahal4</train>
    <train row="0" page="255" column="0">ypWITajMahal3</train>
    <train row="0" page="255" column="0">ypWITajMahal2</train>
    <train row="0" page="255" column="0">ypWIKarniMata5</train>
    <train row="0" page="255" column="0">ypWIKarniMata4</train>
    <train row="0" page="255" column="0">ypWIKarniMata3</train>
    <train row="0" page="255" column="0">ypWIKarniMata2</train>
    <train row="0" page="255" column="0">ypWICharminarGate5</train>
    <train row="0" page="255" column="0">ypWICharminarGate4</train>
    <train row="0" page="255" column="0">ypWICharminarGate3</train>
    <train row="0" page="255" column="0">ypWICharminarGate2</train>
    <train row="0" page="255" column="0">ypWIAgraFort5</train>
    <train row="0" page="255" column="0">ypWIAgraFort4</train>
    <train row="0" page="255" column="0">ypWIAgraFort3</train>
    <train row="0" page="255" column="0">ypWIAgraFort2</train>
    <train row="0" page="6" column="2">ypTradeMarketAsian</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="4">TradingPost</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="1" column="3">TownCenter</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <train row="0" page="6" column="11">ypWarAcademy</train>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven2</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseTempleOfHeaven5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower3</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseWhitePagoda5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseSummerPalace2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower2</tech>
    <tech row="0" page="1" column="0">YPWonderChinesePorcelainTower5</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy3</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy4</tech>
    <tech row="0" page="1" column="0">YPWonderChineseConfucianAcademy5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGiantBuddha5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion4</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseGoldenPavillion5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine5</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToshoguShrine2</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseToriiGates3</tech>
    <tech row="0" page="1" column="0">YPWonderJapaneseShogunate2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianAgra5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianCharminar5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianKarniMata3</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTajMahal5</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory2</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory4</tech>
    <tech row="0" page="1" column="0">YPWonderIndianTowerOfVictory3</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>settler.tactics</tactics>
    <protoaction>
      <name>AutoGatherTrade</name>
      <type>AutoGather</type>
      <rate type="Trade">0.030000</rate>
    </protoaction>
    <protoaction>
      <name>BlunderbussAttack</name>
      <damage>3.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.000000</rate>
      <rate type="Manor">1.000000</rate>
      <rate type="CommunityPlaza">1.000000</rate>
      <rate type="House">1.000000</rate>
      <rate type="ypMonastery">1.000000</rate>
      <rate type="AbstractWonder">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="ypRicePaddy" resource="Gold">0.340000</rate>
      <rate type="ypBerryBuilding">0.670000</rate>
      <rate type="ypGroveBuilding">0.500000</rate>
      <rate type="Tree">0.500000</rate>
      <rate type="Farm">0.500000</rate>
      <rate type="Plantation">0.500000</rate>
      <rate type="Herdable">2.000000</rate>
      <rate type="Huntable">0.840000</rate>
      <rate type="AbstractMine">0.600000</rate>
      <rate type="AbstractBerryBush">0.670000</rate>
      <rate type="CommunityPlaza">0.100000</rate>
      <rate type="Mill">0.670000</rate>
      <rate type="ypRicePaddy" resource="Food">0.500000</rate>
      <rate type="deFurTrade">0.600000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1462" name="ypBlockhouseWagon">
    <dbid>2139</dbid>
    <displaynameid>70486</displaynameid>
    <editornameid>70487</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\outpost_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\outpost_wagon_portrait.png</portraiticon>
    <rollovertextid>70485</rollovertextid>
    <shortrollovertextid>70484</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <train row="0" page="6" column="0">Blockhouse</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="WarHut">2.000000</rate>
      <rate type="Blockhouse">2.000000</rate>
      <rate type="Outpost">2.000000</rate>
      <rate type="YPOutpostAsian">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="14184" name="CrateofCoinLarge400">
    <dbid>2140</dbid>
    <displaynameid>70530</displaynameid>
    <editornameid>70531</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>70529</rollovertextid>
    <shortrollovertextid>31769</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">400.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>ObscuresUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1463" name="CannonballSmall">
    <dbid>2141</dbid>
    <displaynameid>22888</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\cannonball_small.xml</animfile>
    <lifespan>6.0000</lifespan>
    <los>0.0000</los>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="14185" name="UnderbrushJungleSkirmish">
    <dbid>2142</dbid>
    <displaynameid>36876</displaynameid>
    <editornameid>70955</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_jungle_skirmish.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="14186" name="TreeBayouMarshSkirmish">
    <dbid>2143</dbid>
    <displaynameid>33993</displaynameid>
    <editornameid>70956</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_bayou_marsh_skirmish.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>33992</rollovertextid>
    <shortrollovertextid>33991</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="14187" name="PropDustCloud">
    <dbid>2144</dbid>
    <displaynameid>70962</displaynameid>
    <editornameid>70963</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>effects\weather\dustcloudfx.xml</animfile>
    <buildingworkrate>1.0000</buildingworkrate>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NotSelectable</flag>
    <flag>PlaceAnywhere</flag>
    <flag>NotSelectable</flag>
    <flag>ForceToGaia</flag>
    <flag>NonCollideable</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="14188" name="PropsMisc">
    <dbid>2145</dbid>
    <displaynameid>71026</displaynameid>
    <editornameid>71026</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\misc_props\misc_props.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="14189" name="ypWarJunkSittingDucks">
    <dbid>2147</dbid>
    <displaynameid>71099</displaynameid>
    <editornameid>71100</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.5000</maxvelocity>
    <maxrunvelocity>10.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>4.0000</turnrate>
    <animfile>units\asians\naval\war_junk\war_junk_sittingducks.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\asians\naval\war_junk\war_junk_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\naval\war_junk\war_junk_icon_portrait.png</portraiticon>
    <rollovertextid>62204</rollovertextid>
    <shortrollovertextid>62203</shortrollovertextid>
    <initialhitpoints>800.0000</initialhitpoints>
    <maxhitpoints>800.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">300.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>caravel.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>35.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="Ship">2.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.670000</rate>
      <rate type="AbstractWhale">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>50.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>18.000000</maxrange>
      <rof>1.500000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="14190" name="TreePatagoniaShoreline">
    <dbid>2146</dbid>
    <displaynameid>36387</displaynameid>
    <editornameid>71027</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_patagonia_dirt.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>36386</rollovertextid>
    <shortrollovertextid>36385</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Nature</unittype>
    <unittype>Wood</unittype>
    <unittype>Tree</unittype>
    <unittype>Resource</unittype>
    <unittype>HuntedResource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1500" name="deIncaWarChief">
    <dbid>2148</dbid>
    <displaynameid>80074</displaynameid>
    <editornameid>80075</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\inca_war_chief\inca_war_chief.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\ic_warchief_icon.png</icon>
    <minimapicon>ui\minimap\hero</minimapicon>
    <portraiticon>resources\art\units\ic_warchief_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>80073</rollovertextid>
    <shortrollovertextid>80072</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="2">deIncaStronghold</train>
    <train row="0" page="6" column="3">deIncaDog</train>
    <train row="0" page="6" column="3">WarDog</train>
    <train row="0" page="6" column="3">PetJaguar</train>
    <train row="0" page="6" column="4">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="5">NatClubmanLoyal</train>
    <train row="0" page="6" column="5">PetCougar</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>HeroName2</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>deincawarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="deIncaStronghold">1.500000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.600000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractIndianMonk">0.500000</damagebonus>
      <damagebonus type="xpLakotaWarchief">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.600000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractIndianMonk">0.500000</damagebonus>
      <damagebonus type="xpLakotaWarchief">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>46.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>24.000000</maxrange>
      <rof>2.500000</rof>
      <damagecap>92.000000</damagecap>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="Hero">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
      <damagebonus type="MercType2">0.250000</damagebonus>
      <damagebonus type="AbstractIndianMonk">0.670000</damagebonus>
      <damagebonus type="xpLakotaWarchief">0.670000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HeavenlyFireBomb</name>
      <damage>250.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Building">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="MercType2">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1501" name="dePriestess">
    <dbid>2149</dbid>
    <displaynameid>80132</displaynameid>
    <editornameid>80133</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <populationcount>2</populationcount>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\priestess\priestess.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\priestess_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\priestess_portrait.png</portraiticon>
    <rollovertextid>80135</rollovertextid>
    <shortrollovertextid>80134</shortrollovertextid>
    <initialhitpoints>360.0000</initialhitpoints>
    <maxhitpoints>360.0000</maxhitpoints>
    <los>16.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <buildlimit>15</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <communityplazaweight>2.0000</communityplazaweight>
    <communityplazalimit>10</communityplazalimit>
    <cost resourcetype="Gold">300.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHealer</unittype>
    <unittype>AbstractFindHealer</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CanAutoHeal</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="0">Abilities</command>
    <tactics>dePriestess.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <type>Heal</type>
      <rate type="LogicalTypeHealed">10.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="CommunityPlaza">0.050000</rate>
      <rate type="AbstractInfiniteCrate">0.000000</rate>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">8.000000</rate>
    </protoaction>
    <protoaction>
      <name>Convert</name>
      <maxrange>12.000000</maxrange>
      <rate type="Unit">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="AbstractInfiniteCrate">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1502" name="deHouseInca">
    <dbid>2150</dbid>
    <displaynameid>80136</displaynameid>
    <editornameid>80137</editornameid>
    <populationcapaddition>12</populationcapaddition>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\house\inc\house_inc.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\kancha_house_icon.png</icon>
    <portraiticon>resources\art\buildings\kancha_house_portrait.png</portraiticon>
    <rollovertextid>80139</rollovertextid>
    <shortrollovertextid>80138</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>18.0000</los>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>13</buildlimit>
    <bounty>54.0000</bounty>
    <buildbounty>27.0000</buildbounty>
    <cost resourcetype="Wood">135.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="1">deIncaDog</train>
    <tech row="0" page="2" column="0">deBigHouseQueensFestival</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <tactics>houseInca.tactics</tactics>
    <protoaction>
      <name>AutoGather</name>
      <rate type="Food">0.50000</rate>
    </protoaction>
  </unit>
  <unit id="1503" name="deKallanka">
    <dbid>2151</dbid>
    <displaynameid>80140</displaynameid>
    <editornameid>80141</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\kallanka\kallanka.xml</animfile>
    <deadreplacement>BuildingRubble4x4</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\kallanka_icon.png</icon>
    <portraiticon>resources\art\buildings\kallanka_portrait.png</portraiticon>
    <rollovertextid>80143</rollovertextid>
    <shortrollovertextid>80142</shortrollovertextid>
    <legacyhotkeycontext>KallankaAccel</legacyhotkeycontext>
    <initialhitpoints>3000.0000</initialhitpoints>
    <maxhitpoints>3000.0000</maxhitpoints>
    <los>34.0000</los>
    <buildpoints>40.0000</buildpoints>
    <buildlimit>3</buildlimit>
    <bounty>60.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>10</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractFoundry</unittype>
    <unittype>AbstractStables</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">deBolasWarrior</train>
    <train row="0" page="0" column="1">deSlinger</train>
    <train row="0" page="0" column="2">deMaceman</train>
    <tech row="0" page="1" column="0">DEChampionBolasWarriors</tech>
    <tech row="0" page="1" column="1">DEChampionSlingers</tech>
    <tech row="0" page="1" column="2">DEChampionMacemen</tech>
    <tech row="0" page="1" column="0">DEImpLegendaryBolasWarriors</tech>
    <tech row="0" page="1" column="1">DEImpLegendarySlingers</tech>
    <tech row="0" page="1" column="2">DEImpLegendaryMacemen</tech>
    <tech row="0" page="2" column="0">deBigKallankaViracocha</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <contain popdiscount="1">AbstractHealer</contain>
    <contain popdiscount="1">LogicalTypeLandEconomy</contain>
    <contain popdiscount="1">AbstractCavalryInfantry</contain>
    <contain popdiscount="1">ypDaimyoRegicide</contain>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="7">Delete</command>
    <command page="1" column="5">SetUnitAsHomeCityGatherPoint</command>
  </unit>
  <unit id="1504" name="deJungleBowman">
    <dbid>2152</dbid>
    <displaynameid>80032</displaynameid>
    <editornameid>80033</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.5000</maxvelocity>
    <maxrunvelocity>6.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\bowman\bowman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\bowman_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\bowman_portrait.png</portraiticon>
    <rollovertextid>80035</rollovertextid>
    <shortrollovertextid>80034</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>28.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Wood">20.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>junglebowman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.750000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1505" name="deIncaSpearman">
    <dbid>2153</dbid>
    <displaynameid>80044</displaynameid>
    <editornameid>80045</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\spearman\spearman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\spearman_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\spearman_portrait.png</portraiticon>
    <rollovertextid>80047</rollovertextid>
    <shortrollovertextid>80046</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Wood">20.0000</cost>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>42.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>22.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1506" name="deIncaRunner">
    <dbid>2154</dbid>
    <displaynameid>80056</displaynameid>
    <editornameid>80057</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.50000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\runner\runner.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\runner_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\runner_portrait.png</portraiticon>
    <rollovertextid>80059</rollovertextid>
    <shortrollovertextid>80058</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>14.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>24.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCoyoteMan</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CantBeSlowed</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">ToggleStealth</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>incarunner.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractArtillery">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1507" name="deChasqui">
    <dbid>2155</dbid>
    <displaynameid>80068</displaynameid>
    <editornameid>80069</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\chasqui\chasqui_scout.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\scout_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\scout_portrait.png</portraiticon>
    <rollovertextid>80071</rollovertextid>
    <shortrollovertextid>80070</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>22.0000</los>
    <unitaitype>Passive</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Wood">40.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractFindScout</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>AbstractCoyoteMan</unittype>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="2">NativeEmbassy</train>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>CantBeSlowed</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">ToggleStealth</command>
    <tactics>incascout.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">1.000000</rate>
      <rate type="TownCenter">1.000000</rate>
      <rate type="NativeEmbassy">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>5.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>3.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1508" name="deBolasWarrior">
    <dbid>2156</dbid>
    <displaynameid>80080</displaynameid>
    <editornameid>80081</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\bolas_warrior\bolas_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\bolas_warrior_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\bolas_warrior_portrait.png</portraiticon>
    <rollovertextid>80083</rollovertextid>
    <shortrollovertextid>80082</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">35.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bolas.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>24.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <damagearea>2.000000</damagearea>
      <damagecap>36.000000</damagecap>
      <minrange>3.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.500000</damagebonus>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <minrange>3.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.500000</damagebonus>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <minrange>3.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.500000</damagebonus>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianRangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>3.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1509" name="deSlinger">
    <dbid>2157</dbid>
    <displaynameid>80104</displaynameid>
    <editornameid>80105</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\slinger\slinger.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\slinger_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\slinger_portrait.png</portraiticon>
    <rollovertextid>80107</rollovertextid>
    <shortrollovertextid>80106</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>26.0000</los>
    <autoattackrange>18.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>42.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Wood">30.0000</cost>
    <cost resourcetype="Gold">90.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>huaraca.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>46.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>24.000000</maxrange>
      <rof>4.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>20.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractCavalry">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractLightInfantry">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1510" name="deMaceman">
    <dbid>2158</dbid>
    <displaynameid>80092</displaynameid>
    <editornameid>80093</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.5900</obstructionradiusx>
    <obstructionradiusz>0.5900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\inca\maceman\maceman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\natives\inca\maceman_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\maceman_portrait.png</portraiticon>
    <rollovertextid>80095</rollovertextid>
    <shortrollovertextid>80094</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>55.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Food">150.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractSiegeTrooper</unittype>
    <unittype>AbstractHandSiege</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>maceman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>90.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="LogicalTypeLandEconomy">0.670000</damagebonus>
      <damagebonus type="LogicalTypeLandMilitary">0.670000</damagebonus>
      <damagebonus type="Herdable">0.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damagecap>180.000000</damagecap>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.250000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damagecap>90.000000</damagecap>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianHandAttack</name>
      <damage>45.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.250000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.250000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damagecap>46.000000</damagecap>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianCoverAttack</name>
      <damage>23.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.250000</rof>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.300000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1511" name="deIncaDog">
    <dbid>2159</dbid>
    <displaynameid>80116</displaynameid>
    <editornameid>80116</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>22.0000</turnrate>
    <animfile>units\wardogs\peruvian_dog\peruvian_dog.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\natives\inca\peruvian_dog_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\peruvian_dog_portrait.png</portraiticon>
    <rollovertextid>80117</rollovertextid>
    <shortrollovertextid>80117</shortrollovertextid>
    <initialhitpoints>65.0000</initialhitpoints>
    <maxhitpoints>65.0000</maxhitpoints>
    <los>10.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>6.0000</trainpoints>
    <buildlimit>7</buildlimit>
    <bounty>5.0000</bounty>
    <buildbounty>5.0000</buildbounty>
    <cost resourcetype="Food">50.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="2">Delete</command>
    <tactics>pet_inca.tactics</tactics>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.2500000</rof>
      <damagebonus type="Guardian">1.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1512" name="deIncaStronghold">
    <dbid>2160</dbid>
    <editornameid>80145</editornameid>
    <displaynameid>80144</displaynameid>
    <obstructionradiusx>6.0000</obstructionradiusx>
    <obstructionradiusz>6.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\stronghold\stronghold.xml</animfile>
    <deadreplacement>BuildingRubble6x6</deadreplacement>
    <impacttype>Stone</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildinglarge.xml</placementfile>
    <icon>resources\art\buildings\stronghold_icon.png</icon>
    <minimapicon>ui\minimap\fort_star_16x16</minimapicon>
    <portraiticon>resources\art\buildings\stronghold_portrait.png</portraiticon>
    <rollovertextid>80147</rollovertextid>
    <shortrollovertextid>80146</shortrollovertextid>
    <legacyhotkeycontext>IncaStrongholdAccel</legacyhotkeycontext>
    <initialhitpoints>6000.0000</initialhitpoints>
    <maxhitpoints>6000.0000</maxhitpoints>
    <los>29.0000</los>
    <autoattackrange>27.0000</autoattackrange>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>60.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>140.0000</bounty>
    <buildbounty>280.0000</buildbounty>
    <cost resourcetype="Wood">350.0000</cost>
    <cost resourcetype="Gold">350.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>50</maxcontained>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <train row="0" page="0" column="0">deJungleBowman</train>
    <train row="0" page="0" column="1">deIncaSpearman</train>
    <train row="0" page="0" column="2">deIncaRunner</train>
    <train row="0" page="0" column="3">deBolasWarrior</train>
    <train row="0" page="0" column="4">deSlinger</train>
    <train row="0" page="0" column="5">deMaceman</train>
    <tech row="0" page="2" column="0">deBigStrongholdThunderbolts</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>HeroName1</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <flag>BuildingShowTactics</flag>
    <notcontain>AbstractArtillery</notcontain>
    <contain>LogicalTypeLandEconomy</contain>
    <contain>LogicalTypeLandMilitary</contain>
    <command page="10" column="7">Delete</command>
    <command page="0" column="6">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tech row="0" page="1" column="0">dePukaras</tech>
    <tech row="0" page="1" column="1">deSacsayhuaman</tech>
    <tactics>stronghold.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>33.350000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>10.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagebonus type="Hero">0.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagearea>1.500000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1513" name="SnowPropsMisc">
    <dbid>2161</dbid>
    <displaynameid>71271</displaynameid>
    <editornameid>71271</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>objects\misc_props\misc_props_snowplants.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1514" name="PoisonAttachment">
    <dbid>2162</dbid>
    <displaynameid>79922</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\poison.xml</animfile>
    <lifespan>4.0000</lifespan>
    <los>1.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <unittype>Projectile</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>InvulnerableIfGaia</flag>
    <flag>Invulnerable</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>NotSearchable</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>Projectile</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <tactics>poison.tactics</tactics>
    <protoaction>
      <name>HandAttack</name>
      <damage>1.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.000000</rof>
    </protoaction>
    <protoaction>
      <name>Attaching</name>
      <damage>1.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.000000</rof>
    </protoaction>
  </unit>
  <unit id="1515" name="ArrowPoisoned">
    <dbid>2163</dbid>
    <displaynameid>23513</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\arrow_poison.xml</animfile>
    <corpsedecaltime>0.0000</corpsedecaltime>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NotPlayerPlaceable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="1516" name="deREVBolivar">
    <dbid>2164</dbid>
    <displaynameid>34107</displaynameid>
    <editornameid>80718</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\bolivar\spc_bolivar.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\bolivar\bolivar_icon.png</icon>
    <portraiticon>resources\art\units\spc\bolivar\bolivar_portrait.png</portraiticon>
    <rollovertextid>34106</rollovertextid>
    <shortrollovertextid>34105</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>18.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="2">xpColonialMilitia</train>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="0" column="3">YPSetDaimyoAsHCGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
      <rate type="TownCenter">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>5000.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HeavyHandAttack</name>
      <damage>5000.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1517" name="deChinchaRaft">
    <dbid>2165</dbid>
    <displaynameid>80118</displaynameid>
    <editornameid>80119</editornameid>
    <obstructionradiusx>1.9900</obstructionradiusx>
    <obstructionradiusz>1.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>10.0000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\chincha_raft\chincha_raft.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\natives\inca\chincha_raft_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\chincha_raft.png</portraiticon>
    <rollovertextid>80121</rollovertextid>
    <shortrollovertextid>80120</shortrollovertextid>
    <initialhitpoints>550.0000</initialhitpoints>
    <maxhitpoints>550.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>35.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">200.0000</cost>
    <cost resourcetype="Gold">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>50</maxcontained>
    <buildingworkrate>0.7500</buildingworkrate>
    <allowedage>1</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Transport</unittype>
    <unittype>Ship</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractFishingBoat</unittype>
    <unittype>AbstractWarShip</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>AllowTrainingOnWater</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="2">Stop</command>
    <command page="10" column="3">Delete</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Eject</command>
    <command page="10" column="0">SetGatherPointMilitary</command>
    <tactics>raft.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>32.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>50.000000</damagecap>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractFish">0.450000</rate>
      <rate type="AbstractWhale">0.30000</rate>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>29.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>28.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>58.000000</damagecap>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1518" name="deBarbaryCorsair">
    <dbid>2166</dbid>
    <displaynameid>80645</displaynameid>
    <editornameid>80646</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\barbary_corsair\barbary_corsair.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_portrait.png</portraiticon>
    <rollovertextid>80647</rollovertextid>
    <shortrollovertextid>25628</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Gold">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>17.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1519" name="FireBall">
    <dbid>2167</dbid>
    <displaynameid>22885</displaynameid>
    <editornameid>22890</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\fire_ball.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1520" name="deIncaStrongholdTravois">
    <dbid>2168</dbid>
    <displaynameid>80333</displaynameid>
    <editornameid>80334</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>80332</rollovertextid>
    <shortrollovertextid>80331</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <train row="0" page="6" column="0">deIncaStronghold</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="2">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="deIncaStronghold">2.000000</rate>
    </protoaction>
  </unit>
  <unit id="1521" name="deBuilderInca">
    <dbid>2169</dbid>
    <displaynameid>80461</displaynameid>
    <editornameid>80462</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\natives\inca\travois_icon.png</icon>
    <portraiticon>resources\art\units\natives\inca\travois_portrait.png</portraiticon>
    <rollovertextid>80463</rollovertextid>
    <shortrollovertextid>80463</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>8.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">WarHut</train>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="2">Farm</train>
    <train row="0" page="6" column="3">Dock</train>
    <train row="0" page="6" column="4">deKallanka</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="1522" name="deNatMercMapucheClubman">
    <dbid>2170</dbid>
    <displaynameid>45012</displaynameid>
    <editornameid>45013</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.7500</maxvelocity>
    <maxrunvelocity>6.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\mapuche\mapuche_clubman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mapuche_clubman_icon.png</icon>
    <portraiticon>resources\art\units\mapuche_clubman_portrait.png</portraiticon>
    <rollovertextid>45011</rollovertextid>
    <shortrollovertextid>45010</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>30</buildlimit>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">15.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>MercType1</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>clubman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>26.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianCoverAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.750000</damagebonus>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagecap>36.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianHandAttack</name>
      <damage>18.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>3.00000</rof>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1600" name="deBarbaryCavalry">
    <dbid>2171</dbid>
    <displaynameid>80603</displaynameid>
    <editornameid>80620</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.75000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\tribal_horseman\tribal_horseman_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\barbary\tribal_horseman_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\tribal_horseman_portrait.png</portraiticon>
    <rollovertextid>80604</rollovertextid>
    <shortrollovertextid>25648</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>17.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLancer</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="2">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="3">Patrol</command>
    <tactics>sowar.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>52.000000</damagecap>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>20.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>28.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>52.000000</damagecap>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>52.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1601" name="deSPCPrivateer">
    <dbid>2172</dbid>
    <displaynameid>27726</displaynameid>
    <editornameid>80636</editornameid>
    <obstructionradiusx>2.9900</obstructionradiusx>
    <obstructionradiusz>2.9900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>water</movementtype>
    <turnrate>1.0000</turnrate>
    <animfile>units\naval\privateer\privateer.xml</animfile>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <icon>resources\art\units\naval\privateer\privateer_icon_64x64.png</icon>
    <portraiticon>resources\art\units\naval\privateer\privateer_icon_portrait.png</portraiticon>
    <rollovertextid>27725</rollovertextid>
    <shortrollovertextid>27724</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>34.0000</los>
    <projectileprotounit>Cannonball</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildbounty>50.0000</buildbounty>
    <bounty>50.0000</bounty>
    <cost resourcetype="Gold">500.0000</cost>
    <buildlimit>4</buildlimit>
    <maxcontained>50</maxcontained>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeNavalMilitary</unittype>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Ship</unittype>
    <unittype>Transport</unittype>
    <unittype>Mercenary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractWarShip</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>MercType5</unittype>
    <flag>TieToWaterSurface</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>NavalUnit</flag>
    <flag>DecalStickToWaterSurface</flag>
    <flag>NoFadeOnDeath</flag>
    <flag>FadeOutDecalOnDeath</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>HeroName1</flag>
    <flag>HasGatherPoint</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>ObscuresUnits</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <contain>LogicalTypeGarrisonInShips</contain>
    <command page="10" column="5">Eject</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="11" column="0">Abilities</command>
    <tactics>privateer.tactics</tactics>
    <protoaction>
      <name>BroadsideAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>30.000000</maxrange>
      <rof>0.050000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Ship">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>25.000000</maxrange>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1602" name="deBarbarySpearman">
    <dbid>2173</dbid>
    <displaynameid>80605</displaynameid>
    <editornameid>80611</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\barbary_spearman\barbary_spearman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\barbary\berber_spearman_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\berber_spearman_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>80606</rollovertextid>
    <shortrollovertextid>25696</shortrollovertextid>
    <initialhitpoints>110.0000</initialhitpoints>
    <maxhitpoints>110.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>4.0000</buildbounty>
    <cost resourcetype="Food">35.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>26.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>3.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1603" name="deBarbaryArcher">
    <dbid>2174</dbid>
    <displaynameid>80609</displaynameid>
    <editornameid>80612</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\barbary_archer\barbary_archer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\barbary\berber_archer_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\berber_archer_portrait.png</portraiticon>
    <rollovertextid>22978</rollovertextid>
    <shortrollovertextid>25652</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>15.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">35.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>archer.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>2.000000</rof>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1604" name="deBedouinHorseArcher">
    <dbid>2175</dbid>
    <displaynameid>80610</displaynameid>
    <editornameid>80614</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\bedouin_horse_archer\bedouin_horse_archer_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\barbary\bedouin_horse_archer_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\bedouin_horse_archer_portrait.png</portraiticon>
    <rollovertextid>22945</rollovertextid>
    <shortrollovertextid>25619</shortrollovertextid>
    <initialhitpoints>265.0000</initialhitpoints>
    <maxhitpoints>265.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <bounty>16.0000</bounty>
    <buildbounty>16.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>5.500000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1605" name="deBarbarySkirmisher">
    <dbid>2176</dbid>
    <displaynameid>80613</displaynameid>
    <editornameid>80615</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\barbary_skirmisher\barbary_skirmisher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\barbary\berber_arquebusier_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\berber_arquebusier_portrait.png</portraiticon>
    <rollovertextid>22955</rollovertextid>
    <shortrollovertextid>25712</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>25.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">65.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1606" name="deSPCHayreddin">
    <dbid>2177</dbid>
    <displaynameid>80616</displaynameid>
    <editornameid>80617</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\hayreddin\hayreddin.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\hayreddin_barbarossa\hayreddin barbarossa_icon.png</icon>
    <portraiticon>resources\art\units\spc\hayreddin_barbarossa\hayreddin barbarossa_portrait.png</portraiticon>
    <rollovertextid>80618</rollovertextid>
    <shortrollovertextid>80619</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <train row="0" page="0" column="1">MercBarbaryCorsair</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <tactics>SPChero.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CrackshotAttack</name>
      <damage>750.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1607" name="deSPCOruc">
    <dbid>2178</dbid>
    <displaynameid>80621</displaynameid>
    <editornameid>80622</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\oruc_reis\spc_oruc_reis.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\oruc_reis\oruc_reis_icon.png</icon>
    <portraiticon>resources\art\units\spc\oruc_reis\oruc_reis_portrait.png</portraiticon>
    <rollovertextid>80623</rollovertextid>
    <shortrollovertextid>80624</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>despcoruc.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>125.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>300.000000</damagecap>
      <damagebonus type="Guardian">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HeavyHandAttack</name>
      <damage>500.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
  </unit>
  <unit id="1608" name="deEmbassyTravois">
    <dbid>2179</dbid>
    <displaynameid>80542</displaynameid>
    <editornameid>80543</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>80541</rollovertextid>
    <shortrollovertextid>80540</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>8.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>30.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Wood">150.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">NativeEmbassy</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="1609" name="deIconTambo">
    <dbid>2180</dbid>
    <icon>resources\art\buildings\tambo_icon.png</icon>
    <portraiticon>resources\art\buildings\tambo_portrait.png</portraiticon>
  </unit>
  <unit id="1610" name="deSPCYermak">
    <dbid>2181</dbid>
    <displaynameid>80625</displaynameid>
    <editornameid>80626</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>7.000</maxvelocity>
    <maxrunvelocity>9.000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\yermak\spc_yermak_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\yermak_timofeyevich\yermak_timofeyevich_icon.png</icon>
    <portraiticon>resources\art\units\spc\yermak_timofeyevich\yermak_timofeyevich_portrait.png</portraiticon>
    <rollovertextid>80627</rollovertextid>
    <shortrollovertextid>80628</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <train row="0" page="0" column="1">dePetBrownBear</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11">Abilities</command>
    <tactics>despcherodragoon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>40.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>32.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>90.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HeavyHandAttack</name>
      <damage>900.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1611" name="deSPCPecaudy">
    <dbid>2182</dbid>
    <displaynameid>80629</displaynameid>
    <editornameid>80630</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\pecaudy\spc_pecaudy.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\pecaudy\pecaudy_icon.png</icon>
    <portraiticon>resources\art\units\spc\pecaudy\pecaudy_portrait.png</portraiticon>
    <rollovertextid>80631</rollovertextid>
    <shortrollovertextid>80632</shortrollovertextid>
    <initialhitpoints>750.0000</initialhitpoints>
    <maxhitpoints>750.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <train row="0" page="0" column="1">xpMusketWarrior</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>38.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1612" name="deTradePorter">
    <dbid>2183</dbid>
    <displaynameid>80633</displaynameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.000</maxvelocity>
    <maxrunvelocity>9.000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\trade\trade_porter.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\llama\llama_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\llama\llama_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>8.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <flag>NoHPBar</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1613" name="dePropsBerberTent">
    <dbid>2184</dbid>
    <displaynameid>80634</displaynameid>
    <editornameid>80634</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <animfile>buildings\native_settlement\berber_tent\berber_tent.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="1614" name="dePropsYurt">
    <dbid>2185</dbid>
    <displaynameid>80635</displaynameid>
    <editornameid>80635</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <animfile>buildings\native_settlement\tatar_tent\tatar_tent.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="1615" name="deSPCFrancisDrake">
    <dbid>2186</dbid>
    <displaynameid>80637</displaynameid>
    <editornameid>80638</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\francis_drake\spc_francis_drake.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\sir_francis_drake\sir_francis_drake_icon.png</icon>
    <portraiticon>resources\art\units\spc\sir_francis_drake\sir_francis_drake_portrait.png</portraiticon>
    <rollovertextid>80639</rollovertextid>
    <shortrollovertextid>80640</shortrollovertextid>
    <initialhitpoints>900.0000</initialhitpoints>
    <maxhitpoints>900.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>ForceBuildingData</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="0">Garrison</command>
    <tactics>despcfrancisdrake.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">3.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MusketAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>100.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GrapeshotAttack</name>
      <damage>150.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <damagearea>2.000000</damagearea>
      <rof>3.000000</rof>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1616" name="deSPCJackson">
    <dbid>2187</dbid>
    <displaynameid>80641</displaynameid>
    <editornameid>80642</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\andrew_jackson\spc_andrew_jackson.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\andrew_jackson\andrew_jackson_icon.png</icon>
    <portraiticon>resources\art\units\spc\andrew_jackson\andrew_jackson_portrait.png</portraiticon>
    <rollovertextid>80643</rollovertextid>
    <shortrollovertextid>80644</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <train row="0" page="0" column="0">TradingPost</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>SPCHeroHand.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>100.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>200.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="MercType2">0.250000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1617" name="deSPCFarmAfrican">
    <dbid>2188</dbid>
    <displaynameid>43505</displaynameid>
    <editornameid>80775</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>8.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\africa_east\african_farm.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>mill.xml</placementfile>
    <icon>resources\art\buildings\farm_icon.png</icon>
    <portraiticon>resources\art\buildings\farm_portrait.png</portraiticon>
    <rollovertextid>43504</rollovertextid>
    <shortrollovertextid>43503</shortrollovertextid>
    <initialhitpoints>2500.0000</initialhitpoints>
    <maxhitpoints>2500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <bounty>160.0000</bounty>
    <buildbounty>80.0000</buildbounty>
    <cost resourcetype="Wood">400.0000</cost>
    <carrycapacity resourcetype="Food">100.0000</carrycapacity>
    <initialresource resourcetype="Food">999.0000</initialresource>
    <resourcesubtype>grain</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Food</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>AbstractFarm</unittype>
    <unittype>Building</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <train row="0" page="0" column="0">Sheep</train>
    <tech row="0" page="2" column="0">BigFarmHorsemanship</tech>
    <tech row="0" page="1" column="0">ImpLargeScaleGathering</tech>
    <tech row="0" page="2" column="0">BigFarmCinteotl</tech>
    <tech row="0" page="1" column="0">HarvestCeremony</tech>
    <tech row="0" page="1" column="0">GreatFeast</tech>
    <tech row="0" page="1" column="0">GreenCornCeremony</tech>
    <tech row="0" page="2" column="0">BigFarmStrawberry</tech>
    <tech row="0" page="1" column="1">SelectiveBreeding</tech>
    <tech row="0" page="2" column="0">deBigFarmUrcuchillay</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>Invulnerable</flag>
    <flag>NotDeleteable</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <tactics>farm.tactics</tactics>
  </unit>
  <unit id="1618" name="deSPCUSRegular">
    <dbid>2189</dbid>
    <displaynameid>80649</displaynameid>
    <editornameid>80650</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\us_regular\us_regular.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\us_regular\us_regular_icon.png</icon>
    <portraiticon>resources\art\units\spc\us_regular\us_regular_portrait.png</portraiticon>
    <rollovertextid>80651</rollovertextid>
    <shortrollovertextid>80652</shortrollovertextid>
    <initialhitpoints>280.0000</initialhitpoints>
    <maxhitpoints>280.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>15.0000</bounty>
    <buildbounty>15.0000</buildbounty>
    <cost resourcetype="Food">75.0000</cost>
    <cost resourcetype="Gold">50.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Hand" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>musketBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>26.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.2500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.2500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.2500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.2500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1619" name="deSPCUSVolunteer">
    <dbid>2190</dbid>
    <displaynameid>80653</displaynameid>
    <editornameid>80654</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.000</maxvelocity>
    <maxrunvelocity>7.000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\us_volunteer\us_volunteer.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\us_volunteer\us_volunteer_icon.png</icon>
    <portraiticon>resources\art\units\spc\us_volunteer\us_volunteer_portrait.png</portraiticon>
    <rollovertextid>80655</rollovertextid>
    <shortrollovertextid>80656</shortrollovertextid>
    <initialhitpoints>140.0000</initialhitpoints>
    <maxhitpoints>140.0000</maxhitpoints>
    <los>28.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>4.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>4.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>4.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1620" name="dePropGranary">
    <dbid>2191</dbid>
    <displaynameid>80657</displaynameid>
    <editornameid>80658</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\ethiopian_granary\ethiopian_granary.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1621" name="deREVBarbaryWarrior">
    <dbid>2192</dbid>
    <displaynameid>80662</displaynameid>
    <editornameid>80663</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\revolution\barbary_warrior\barbary_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_icon_64x64.png</icon>
    <portraiticon>resources\art\units\mercenaries\barbary_corsair\barbary_corsair_portrait.png</portraiticon>
    <rollovertextid>80647</rollovertextid>
    <shortrollovertextid>25628</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>8.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>8.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>8.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
    </protoaction>
  </unit>
  <unit id="1622" name="deNatBolasRider">
    <dbid>2193</dbid>
    <displaynameid>80665</displaynameid>
    <editornameid>80666</editornameid>
    <populationcount>0</populationcount>
    <subciv>Mapuche</subciv>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\mapuche_bolas_rider\mapuche_bolas_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mapuche_bolas_rider_icon.png</icon>
    <portraiticon>resources\art\units\mapuche_bolas_rider_portrait.png</portraiticon>
    <rollovertextid>80667</rollovertextid>
    <shortrollovertextid>25679</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>8</buildlimit>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bolasCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <damagearea>2.000000</damagearea>
      <damagecap>28.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <damagearea>2.000000</damagearea>
      <damagecap>28.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1623" name="deCarolean">
    <dbid>2194</dbid>
    <displaynameid>91506</displaynameid>
    <editornameid>91507</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.25000</maxvelocity>
    <maxrunvelocity>6.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\carolean\carolean.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\carolean\carolean_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\carolean\carolean_portrait.png</portraiticon>
    <rollovertextid>91509</rollovertextid>
    <shortrollovertextid>91508</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">60.0000</cost>
    <cost resourcetype="Gold">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>musketSwordBayonet.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractInfantry">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>3.000000</minrange>
      <maxrange>10.000000</maxrange>
      <rof>2.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.670000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.300000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractInfantry">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractInfantry">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BayonetAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractInfantry">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>3.000000</minrange>
      <maxrange>10.000000</maxrange>
      <rof>2.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.670000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.300000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">1.250000</damagebonus>
      <damagebonus type="AbstractInfantry">0.800000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>19.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>3.000000</minrange>
      <maxrange>10.000000</maxrange>
      <rof>2.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">1.500000</damagebonus>
      <damagebonus type="xpRifleRider">0.670000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.300000</damagebonus>
      <damagebonus type="xpEagleKnight">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1624" name="deTorp">
    <dbid>2195</dbid>
    <displaynameid>91523</displaynameid>
    <editornameid>91524</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\torp\torp.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>torp.xml</placementfile>
    <icon>resources\art\buildings\torp_house_icon.png</icon>
    <portraiticon>resources\art\buildings\torp_house_portrait.png</portraiticon>
    <rollovertextid>91521</rollovertextid>
    <shortrollovertextid>91522</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <displayedrange>6.0000</displayedrange>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>46.0000</bounty>
    <buildbounty>23.0000</buildbounty>
    <cost resourcetype="Wood">115.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>deTorp.tactics</tactics>
    <protoaction>
      <name>SpawnBush</name>
      <rate type="deTorpBush">1.000000</rate>
      <rate type="deTorpBush2">0.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>HuntAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>9.000000</maxrange>
      <rof>1.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1625" name="deSPCShotel">
    <dbid>2196</dbid>
    <displaynameid>80687</displaynameid>
    <editornameid>80688</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.250000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\africa_east\shotel_warrior\shotel_warrior.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\african\shotel_warrior_icon.png</icon>
    <portraiticon>resources\art\units\african\shotel_warrior_portrait.png</portraiticon>
    <rollovertextid>43971</rollovertextid>
    <shortrollovertextid>43970</shortrollovertextid>
    <initialhitpoints>90.0000</initialhitpoints>
    <maxhitpoints>90.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>22.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">65.0000</cost>
    <cost resourcetype="Wood">35.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>AbstractCoyoteMan</unittype>
    <unittype>AbstractLightInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CantBeSlowed</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">ToggleStealth</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>10.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>13.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>26.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
  <unit id="1626" name="deSPCHornSpearman">
    <dbid>2197</dbid>
    <displaynameid>80691</displaynameid>
    <editornameid>80692</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\africa_east\spearman\spearman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\african\horn_spearman_icon.png</icon>
    <portraiticon>resources\art\units\african\horn_spearman_portrait.png</portraiticon>
    <selectionpriority>20</selectionpriority>
    <rollovertextid>22813</rollovertextid>
    <shortrollovertextid>25696</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>27.0000</trainpoints>
    <bounty>8.0000</bounty>
    <buildbounty>8.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Wood">40.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>pikeman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>5.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1627" name="deSPCHornSkirmisher">
    <dbid>2198</dbid>
    <displaynameid>80695</displaynameid>
    <editornameid>80696</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.500</maxvelocity>
    <maxrunvelocity>7.500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\africa_east\skirmisher\horn_skirmisher.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\african\horn_skirmisher_icon.png</icon>
    <portraiticon>resources\art\units\african\horn_skirmisher_portrait.png</portraiticon>
    <rollovertextid>22955</rollovertextid>
    <shortrollovertextid>25712</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">40.0000</cost>
    <cost resourcetype="Gold">75.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">3.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1628" name="deSPCKnifeThrower">
    <dbid>2199</dbid>
    <displaynameid>80699</displaynameid>
    <editornameid>80700</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\africa_east\knife_thrower\knife_thrower.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\african\knife_thrower_icon.png</icon>
    <portraiticon>resources\art\units\african\knife_thrower_portrait.png</portraiticon>
    <rollovertextid>80702</rollovertextid>
    <shortrollovertextid>44138</shortrollovertextid>
    <initialhitpoints>120.0000</initialhitpoints>
    <maxhitpoints>120.0000</maxhitpoints>
    <los>16.0000</los>
    <projectileprotounit>Thrombash</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <tactics>beaumont.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>KnifeAttack</name>
      <damage>19.000000</damage>
      <damagetype>Hand</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.500000</rof>
      <projectile>Knife</projectile>
      <damagebonus type="AbstractCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">2.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1629" name="deSPCGenitour">
    <dbid>2200</dbid>
    <displaynameid>80703</displaynameid>
    <editornameid>80704</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\africa_east\javelin_rider\javelin_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\african\javelin_rider_icon.png</icon>
    <portraiticon>resources\art\units\african\javelin_rider_portrait.png</portraiticon>
    <rollovertextid>22945</rollovertextid>
    <shortrollovertextid>25619</shortrollovertextid>
    <initialhitpoints>175.0000</initialhitpoints>
    <maxhitpoints>175.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>36.0000</trainpoints>
    <bounty>22.0000</bounty>
    <buildbounty>22.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <cost resourcetype="Gold">60.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractArcher</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bowCavalry.tactics</tactics>
    <protoaction>
      <name>BowAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>1.250000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>6.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>ChargeAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">4.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">3.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1630" name="Gazelle">
    <dbid>2201</dbid>
    <displaynameid>80707</displaynameid>
    <editornameid>80708</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <maxvelocity>2.0000</maxvelocity>
    <maxrunvelocity>4.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <wanderdistance>4</wanderdistance>
    <animfile>units\animals\gazelle\gazelle.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\gazelle\gazelle_icon.png</icon>
    <portraiticon>resources\art\units\animals\gazelle\gazelle_portrait.png</portraiticon>
    <rollovertextid>26177</rollovertextid>
    <shortrollovertextid>26176</shortrollovertextid>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <los>18.0000</los>
    <unitaitype>Passive</unitaitype>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Food">400.0000</initialresource>
    <resourcedecay>0.7500</resourcedecay>
    <resourcesubtype>meat</resourcesubtype>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>NatureClass</unittype>
    <unittype>AnimalPrey</unittype>
    <unittype>Huntable</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <flag>CivSpecificText</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ConstrainOrientation</flag>
    <flag>CorpseDecays</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuredByUnits</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>RMCanRotate</flag>
    <flag>Wanders</flag>
    <flag>ForceToGaia</flag>
    <flag>VisibleUnderFogOnlyAfterSeen</flag>
    <flag>Tracked</flag>
    <tactics>hunt.tactics</tactics>
    <protoaction>
      <name>ShrineGather</name>
      <rate type="AbstractShrine">0.070000</rate>
    </protoaction>
  </unit>
  <unit id="1631" name="deSPCAfricaHut">
    <dbid>2202</dbid>
    <displaynameid>45945</displaynameid>
    <editornameid>80776</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\africa_east\house_eth.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\eth_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\eth_hut_portrait.png</portraiticon>
    <rollovertextid>48429</rollovertextid>
    <shortrollovertextid>48428</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1632" name="Thrombash">
    <dbid>2203</dbid>
    <displaynameid>42367</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>30.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\thrombash.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
  </unit>
  <unit id="1633" name="deUnderbrushDesertAlt">
    <dbid>2204</dbid>
    <displaynameid>79823</displaynameid>
    <editornameid>79824</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_desert_alt.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1634" name="dePropRock">
    <dbid>2205</dbid>
    <displaynameid>80762</displaynameid>
    <editornameid>80763</editornameid>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>4.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\east_africa\bigrockprop_east_africa.xml</animfile>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>ObscuresUnits</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSearchable</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="1635" name="dePropCootFamily">
    <dbid>2206</dbid>
    <displaynameid>80764</displaynameid>
    <editornameid>80765</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <animfile>units\animals\coot\coot_family.xml</animfile>
    <los>0.0000</los>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Nature</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>SelectWithObstruction</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>RenderAfterWater</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>NonCollideable</flag>
    <flag>NavalUnit</flag>
    <flag>PlaceAnywhere</flag>
    <flag>TieToWaterSurface</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>DecalStickToWaterSurface</flag>
  </unit>
  <unit id="1636" name="dePropsColonyAfrica">
    <dbid>2207</dbid>
    <displaynameid>80766</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\props_colony_africa.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>VariationLocked</flag>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
  </unit>
  <unit id="1637" name="deStorkFlock">
    <dbid>2208</dbid>
    <displaynameid>80767</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>air</movementtype>
    <turnrate>8.0000</turnrate>
    <animfile>units\animals\stork\stork_flock.xml</animfile>
    <icon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_64.png</icon>
    <portraiticon>resources\art\units\animals\bar_headed_goose\nature_bar_headed_goose_icon_portrait.png</portraiticon>
    <initialhitpoints>20.0000</initialhitpoints>
    <maxhitpoints>20.0000</maxhitpoints>
    <unitaitype>Passive</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <flag>CorpseDecays</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>Doppled</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>RMCanRotate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoTieToGround</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>SelectWithObstruction</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NotSelectable</flag>
  </unit>
  <unit id="1638" name="deUnderbrushPlantsAfrica">
    <dbid>2209</dbid>
    <displaynameid>80768</displaynameid>
    <editornameid>80769</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\east_africa\underbrush_plants.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1639" name="deUnderbrushSmallRocksAfrica">
    <dbid>2210</dbid>
    <displaynameid>80770</displaynameid>
    <editornameid>80771</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\spc\east_africa\underbrush_small_rocks.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1640" name="deOutpostAfrican">
    <dbid>2211</dbid>
    <displaynameid>80772</displaynameid>
    <editornameid>80773</editornameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\outpost\outpost.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\eth_tower_icon.png</icon>
    <portraiticon>resources\art\buildings\eth_tower_portrait.png</portraiticon>
    <rollovertextid>26306</rollovertextid>
    <shortrollovertextid>26305</shortrollovertextid>
    <initialhitpoints>2000.0000</initialhitpoints>
    <maxhitpoints>2000.0000</maxhitpoints>
    <los>32.0000</los>
    <projectileprotounit>Arrow</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildpoints>50.0000</buildpoints>
    <buildlimit>7</buildlimit>
    <bounty>70.0000</bounty>
    <buildbounty>35.0000</buildbounty>
    <cost resourcetype="Wood">250.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <maxcontained>20</maxcontained>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>4</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFort</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractOutpost</unittype>
    <flag>AllowAutoGarrison</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>DisplayRange</flag>
    <notcontain>AbstractMonk</notcontain>
    <notcontain>AbstractFishingBoat</notcontain>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <contain>AbstractHealer</contain>
    <contain>ypDaimyoRegicide</contain>
    <command page="1" column="1">SetUnitAsHomeCityGatherPoint</command>
    <command page="10" column="7">Delete</command>
    <command>CancelNativeDance</command>
    <command>StartNativeDance</command>
    <command page="10" column="5">Eject</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>combatBuilding.tactics</tactics>
    <protoaction>
      <name>AntiShipAttack</name>
      <damage>100.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>40.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CannonAttack</name>
      <damage>60.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>30.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>24.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagebonus type="AbstractCavalry">1.500000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">0.500000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1641" name="dePetBrownBear">
    <dbid>2212</dbid>
    <displaynameid>80785</displaynameid>
    <editornameid>80786</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\animals\bear\bear_grizzly.xml</animfile>
    <impacttype>Animal</impacttype>
    <icon>resources\art\units\animals\bear\beargrizzly_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\bear\beargrizzly_portrait.png</portraiticon>
    <rollovertextid>80784</rollovertextid>
    <shortrollovertextid>28640</shortrollovertextid>
    <initialhitpoints>220.0000</initialhitpoints>
    <maxhitpoints>220.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>10.0000</trainpoints>
    <buildlimit>12</buildlimit>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <cost resourcetype="Food">250.0000</cost>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractPet</unittype>
    <unittype>AbstractCanSeeStealth</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>pet.tactics</tactics>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>27.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.100000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1642" name="deMercHarquebusier">
    <dbid>2213</dbid>
    <displaynameid>91530</displaynameid>
    <editornameid>91531</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.75000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\harquebusier\harquebusier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\harquebusier\harquebusier_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\harquebusier\harquebusier_portrait.png</portraiticon>
    <rollovertextid>91547</rollovertextid>
    <shortrollovertextid>91529</shortrollovertextid>
    <initialhitpoints>295.0000</initialhitpoints>
    <maxhitpoints>295.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>33.0000</bounty>
    <buildbounty>33.0000</buildbounty>
    <cost resourcetype="Gold">330.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>Mercenary</unittype>
    <unittype>AbstractRangedHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>musketheavycavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>160.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>86.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>86.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>160.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianRangedAttack</name>
      <damage>80.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1643" name="deRepentantHarquebusier">
    <dbid>2214</dbid>
    <displaynameid>91532</displaynameid>
    <editornameid>91533</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.75000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\mercenaries\harquebusier\harquebusier_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mercenaries\harquebusier\harquebusier_icon.png</icon>
    <portraiticon>resources\art\units\mercenaries\harquebusier\harquebusier_portrait.png</portraiticon>
    <rollovertextid>91528</rollovertextid>
    <shortrollovertextid>91529</shortrollovertextid>
    <initialhitpoints>295.0000</initialhitpoints>
    <maxhitpoints>295.0000</maxhitpoints>
    <los>15.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>50.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Gold">300.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>Mercenary</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>musketheavycavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>30.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>97.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>8.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>121.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>86.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>97.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>4.000000</minrange>
      <maxrange>8.000000</maxrange>
      <rof>1.500000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1644" name="deFinnishRider">
    <dbid>2215</dbid>
    <displaynameid>91534</displaynameid>
    <editornameid>91535</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.7500</maxvelocity>
    <maxrunvelocity>8.7500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>14.0000</turnrate>
    <animfile>units\cavalry\hakkapelit\hakkapelit_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\cavalry\hakkapelit\hakkapelit_icon.png</icon>
    <portraiticon>resources\art\units\cavalry\hakkapelit\hakkapelit_portrait.png</portraiticon>
    <rollovertextid>91536</rollovertextid>
    <shortrollovertextid>91537</shortrollovertextid>
    <initialhitpoints>230.0000</initialhitpoints>
    <maxhitpoints>230.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>40.0000</trainpoints>
    <bounty>20.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">110.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedHeavyCavalry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>musketheavycavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>52.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>40.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagearea>3.000000</damagearea>
      <damageflags>Enemy</damageflags>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>30.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>26.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>6.000000</maxrange>
      <rof>2.000000</rof>
      <damagearea>1.000000</damagearea>
      <damagecap>52.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractHandInfantry">0.500000</damagebonus>
      <damagebonus type="AbstractPet">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
      <damagebonus type="ypNatRattanShield">2.000000</damagebonus>
      <damagebonus type="ypNatMercRattanShield">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1645" name="deNatMercBolasRider">
    <dbid>2216</dbid>
    <displaynameid>80665</displaynameid>
    <editornameid>80666</editornameid>
    <populationcount>0</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\natives\ally\mapuche_bolas_rider\mapuche_bolas_rider_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\mapuche_bolas_rider_icon.png</icon>
    <portraiticon>resources\art\units\mapuche_bolas_rider_portrait.png</portraiticon>
    <rollovertextid>80667</rollovertextid>
    <shortrollovertextid>25679</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>15.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <bounty>18.0000</bounty>
    <buildbounty>18.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Wood">90.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Military</unittype>
    <unittype>MercType1</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractNativeWarrior</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bolasCavalry.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>9.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <damagearea>2.000000</damagearea>
      <damagecap>28.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>11.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <damagearea>2.000000</damagearea>
      <damagecap>28.000000</damagecap>
      <damageflags>Enemy</damageflags>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianRangedAttack</name>
      <damage>14.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>3.000000</minrange>
      <rof>3.500000</rof>
      <projectile>Bola</projectile>
      <damagebonus type="AbstractCavalry">2.500000</damagebonus>
      <damagebonus type="AbstractLightCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="xpEagleKnight">0.750000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1646" name="deUnderbrushFlowersJapan">
    <dbid>2217</dbid>
    <displaynameid>79827</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_flowers_japan.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1647" name="deMilitaryWagon">
    <dbid>2218</dbid>
    <displaynameid>91566</displaynameid>
    <editornameid>91567</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_outpost.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\outpost_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\outpost_wagon_portrait.png</portraiticon>
    <rollovertextid>91565</rollovertextid>
    <shortrollovertextid>91564</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">Barracks</train>
    <train row="0" page="6" column="0">Blockhouse</train>
    <train row="0" page="6" column="1">Stable</train>
    <train row="0" page="6" column="2">ArtilleryDepot</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Barracks">3.000000</rate>
      <rate type="Blockhouse">3.000000</rate>
      <rate type="Stable">3.000000</rate>
      <rate type="ArtilleryDepot">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1648" name="deLeatherCannon">
    <dbid>2219</dbid>
    <displaynameid>91571</displaynameid>
    <editornameid>91572</editornameid>
    <populationcount>3</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\artillery\swedish_cannon\swedish_cannon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\artillery\leather_cannon\leather_cannon_icon.png</icon>
    <portraiticon>resources\art\units\artillery\leather_cannon\leather_cannon_portrait.png</portraiticon>
    <rollovertextid>91573</rollovertextid>
    <shortrollovertextid>25694</shortrollovertextid>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <projectileprotounit>CannonballSmall</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>40.0000</bounty>
    <buildbounty>40.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Food">300.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>leathercannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>21.000000</maxrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CaseShotAttack</name>
      <damage>4.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>10.500000</maxrange>
      <rof>3.000000</rof>
      <damagecap>8.000000</damagecap>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BombardAttack</name>
      <damage>40.000000</damage>
      <damagetype>Siege</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>10.500000</maxrange>
      <rof>3.000000</rof>
      <damagecap>80.000000</damagecap>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1649" name="deHomesteadWagon">
    <dbid>2220</dbid>
    <displaynameid>91597</displaynameid>
    <editornameid>91598</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_food.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\factory_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\factory_wagon_portrait.png</portraiticon>
    <rollovertextid>91596</rollovertextid>
    <shortrollovertextid>91595</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">LivestockPen</train>
    <train row="0" page="6" column="1">Mill</train>
    <train row="0" page="6" column="1">Farm</train>
    <train row="0" page="6" column="1">ypRicePaddy</train>
    <train row="0" page="6" column="2">Plantation</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="Mill">3.000000</rate>
      <rate type="Plantation">3.000000</rate>
      <rate type="LivestockPen">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1650" name="deTorpBush">
    <dbid>2221</dbid>
    <displaynameid>30221</displaynameid>
    <editornameid>91610</editornameid>
    <obstructionradiusx>0.0001</obstructionradiusx>
    <obstructionradiusz>0.0001</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_berrybush.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\berrybush_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\berrybush_portriat.png</portraiticon>
    <rollovertextid>91796</rollovertextid>
    <shortrollovertextid>30219</shortrollovertextid>
    <initialresource resourcetype="Food">150.0000</initialresource>
    <resourcesubtype>forage</resourcesubtype>
    <gathererlimit>5</gathererlimit>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>1.8</scalingaurascale>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>AbstractFruit</unittype>
    <unittype>AbstractBerryBush</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceToGaia</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1651" name="deProspectorWagon">
    <dbid>2222</dbid>
    <displaynameid>91655</displaynameid>
    <editornameid>91656</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_gold.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\factory_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\factory_wagon_portrait.png</portraiticon>
    <rollovertextid>91654</rollovertextid>
    <shortrollovertextid>91653</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">deMineCopperBuildable</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="deMineCopperBuildable">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1652" name="deMineCopperBuildable">
    <dbid>2223</dbid>
    <displaynameid>43844</displaynameid>
    <editornameid>43845</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\copper_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <placementfile>coppermine.xml</placementfile>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>43843</rollovertextid>
    <shortrollovertextid>43842</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">2000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <flag>NotDeleteable</flag>
  </unit>
  <unit id="1653" name="deTorpWagon">
    <dbid>2224</dbid>
    <displaynameid>91659</displaynameid>
    <editornameid>91660</editornameid>
    <obstructionradiusx>0.7500</obstructionradiusx>
    <obstructionradiusz>0.7500</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_wood.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>91658</rollovertextid>
    <shortrollovertextid>91657</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>46.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">deTorp</train>
    <train row="0" page="6" column="0">deTorpGeneric</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="deTorp">3.000000</rate>
    </protoaction>
  </unit>
  <unit id="1654" name="deTorpGeneric">
    <dbid>2225</dbid>
    <displaynameid>91523</displaynameid>
    <editornameid>91524</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\torp\torp.xml</animfile>
    <deadreplacement>BuildingRubble2x2</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>torp.xml</placementfile>
    <icon>resources\art\buildings\torp_house_icon.png</icon>
    <portraiticon>resources\art\buildings\torp_house_portrait.png</portraiticon>
    <rollovertextid>91521</rollovertextid>
    <shortrollovertextid>91522</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <displayedrange>6.0000</displayedrange>
    <buildpoints>15.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>46.0000</bounty>
    <buildbounty>23.0000</buildbounty>
    <cost resourcetype="Wood">115.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>Economic</unittype>
    <unittype>Building</unittype>
    <tech row="0" page="2" column="0">BigHouseCoatlicue</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <tactics>deTorp.tactics</tactics>
    <protoaction>
      <name>SpawnBush</name>
      <rate type="deTorpBush">1.000000</rate>
      <rate type="deTorpBush2">0.000000</rate>
    </protoaction>
    <protoaction>
      <name>AutoGatherWood</name>
      <rate type="Wood">0.500000</rate>
    </protoaction>
    <protoaction>
      <name>HuntAttack</name>
      <damage>15.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>0.000000</minrange>
      <maxrange>9.000000</maxrange>
      <rof>1.000000</rof>
      <damagebonus type="Huntable">4.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1655" name="deCrateofFood">
    <dbid>2226</dbid>
    <displaynameid>26021</displaynameid>
    <editornameid>33048</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>26020</rollovertextid>
    <shortrollovertextid>26019</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1656" name="deCrateofWood">
    <dbid>2227</dbid>
    <displaynameid>26025</displaynameid>
    <editornameid>33052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>26024</rollovertextid>
    <shortrollovertextid>26023</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1657" name="deCrateofCoin">
    <dbid>2228</dbid>
    <displaynameid>26029</displaynameid>
    <editornameid>33044</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>26028</rollovertextid>
    <shortrollovertextid>26027</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1658" name="deREVBarbaryMarksman">
    <dbid>2229</dbid>
    <displaynameid>80648</displaynameid>
    <editornameid>80664</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>5.5000</maxvelocity>
    <maxrunvelocity>7.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\revolution\barbary_marksman\barbary_marksman.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\spc\barbary\berber_arquebusier_icon.png</icon>
    <portraiticon>resources\art\units\spc\barbary\berber_arquebusier_portrait.png</portraiticon>
    <rollovertextid>80711</rollovertextid>
    <shortrollovertextid>25712</shortrollovertextid>
    <initialhitpoints>100.0000</initialhitpoints>
    <maxhitpoints>100.0000</maxhitpoints>
    <los>22.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>18.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>33.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">80.0000</cost>
    <cost resourcetype="Gold">35.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.6000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>AbstractInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>rifleman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>8.000000</maxrange>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>17.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>20.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyInfantry">2.000000</damagebonus>
      <damagebonus type="AbstractLightCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="xpEagleKnight">2.000000</damagebonus>
      <damagebonus type="AbstractCavalry">0.750000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">0.750000</damagebonus>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">0.000000</rate>
      <rate type="Huntable">0.000000</rate>
      <rate type="AbstractInfiniteCrate">1.000000</rate>
      <rate type="Tree">0.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
      <rate type="Tree">0.000000</rate>
    </protoaction>
  </unit>
  <unit id="1659" name="deREVCorsairCaptain">
    <dbid>2230</dbid>
    <displaynameid>80712</displaynameid>
    <editornameid>80713</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>6.0000</maxvelocity>
    <maxrunvelocity>8.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\oruc_reis\spc_oruc_reis.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\oruc_reis\oruc_reis_icon.png</icon>
    <portraiticon>resources\art\units\spc\oruc_reis\oruc_reis_portrait.png</portraiticon>
    <rollovertextid>80714</rollovertextid>
    <shortrollovertextid>80624</shortrollovertextid>
    <initialhitpoints>780.0000</initialhitpoints>
    <maxhitpoints>780.0000</maxhitpoints>
    <los>18.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>3</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Hero</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>despcoruc.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>29.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>1.500000</rof>
      <maxrange>8.000000</maxrange>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>16.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="AbstractVillager">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>60.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>120.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>2.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagebonus type="MercType2">0.100000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HeavyHandAttack</name>
      <damage>500.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagebonus type="MercType2">0.010000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttackCrate</name>
      <damage>10.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>CrateGather</name>
      <rate type="AbstractResourceCrate">4.000000</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="AbstractInfiniteCrate">4.000000</rate>
    </protoaction>
  </unit>
  <unit id="1660" name="deREVJavaSpearman">
    <dbid>2231</dbid>
    <displaynameid>80715</displaynameid>
    <editornameid>80716</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\shared\peasant\peasant.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\revolution\java_spearman_icon.png</icon>
    <portraiticon>resources\art\units\revolution\java_spearman_portrait.png</portraiticon>
    <rollovertextid>80717</rollovertextid>
    <shortrollovertextid>25696</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>12.0000</los>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractPikeman</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <tactics>swordsman.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverBuildingAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>CoverHandAttack</name>
      <damage>4.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.50000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.50000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>8.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">5.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">3.50000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1661" name="deREVCetbang">
    <dbid>2232</dbid>
    <displaynameid>80801</displaynameid>
    <editornameid>80802</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>3.5000</maxvelocity>
    <maxrunvelocity>5.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>3.0000</turnrate>
    <animfile>units\revolution\cetbang\cetbang.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\revolution\cetbang_icon.png</icon>
    <portraiticon>resources\art\units\revolution\cetbang_portrait.png</portraiticon>
    <rollovertextid>80803</rollovertextid>
    <shortrollovertextid>25635</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>26.0000</los>
    <projectileprotounit>CannonballSmall</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>30.0000</bounty>
    <buildbounty>30.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.7500">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractArtillery</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>RotateInPlace</flag>
    <flag>RotateInPlace</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="9" column="0">Tactic4</command>
    <command page="9" column="1">Tactic3</command>
    <tactics>leathercannon.tactics</tactics>
    <protoaction>
      <name>CannonAttack</name>
      <damage>55.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>26.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Ship">6.000000</damagebonus>
      <damagebonus type="AbstractInfantry">3.000000</damagebonus>
      <damagebonus type="xpArrowKnight">0.500000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damagecap>110.000000</damagecap>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1662" name="deCrateofFishInfinite">
    <dbid>2233</dbid>
  </unit>
  <unit id="1663" name="deTorpBush2">
    <dbid>2234</dbid>
    <displaynameid>91760</displaynameid>
    <obstructionradiusx>0.0001</obstructionradiusx>
    <obstructionradiusz>0.0001</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_blueberrybush.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\blueberrybush_icon.png</icon>
    <portraiticon>resources\art\terrain\trees\blueberrybush_portrait.png</portraiticon>
    <rollovertextid>91795</rollovertextid>
    <shortrollovertextid>30219</shortrollovertextid>
    <initialresource resourcetype="Food">500.0000</initialresource>
    <resourcesubtype>forage</resourcesubtype>
    <gathererlimit>5</gathererlimit>
    <buildingworkrate>1.0000</buildingworkrate>
    <scalingaurascale>1.8</scalingaurascale>
    <decay delay="0.0000" duration="1.0000">
    </decay>
    <minimapcolor red="0.5000" blue="0.2500" green="0.2000">
    </minimapcolor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Resource</unittype>
    <unittype>Nature</unittype>
    <unittype>Food</unittype>
    <unittype>AbstractFruit</unittype>
    <unittype>AbstractBerryBush</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceToGaia</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1664" name="deREVGranadero">
    <dbid>2235</dbid>
    <displaynameid>80956</displaynameid>
    <editornameid>80957</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\revolution\granadero\granadero_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\revolution\granadero_icon.png</icon>
    <portraiticon>resources\art\units\revolution\granadero_portrait.png</portraiticon>
    <rollovertextid>80955</rollovertextid>
    <shortrollovertextid>80954</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Food">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractGrenadier</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>deRevGranadero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>32.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <maxrange>10.000000</maxrange>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>9.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>14.000000</maxrange>
      <minrange>2.000000</minrange>
      <rof>3.000000</rof>
      <damagecap>32.000000</damagecap>
      <damagearea>3.000000</damagearea>
    </protoaction>
  </unit>
  <unit id="1665" name="deREVLlanero">
    <dbid>2236</dbid>
    <displaynameid>80977</displaynameid>
    <editornameid>80978</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>80976</rollovertextid>
    <shortrollovertextid>80975</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>deRevLlanero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <maxrange>6.000000</maxrange>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>GuardianAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>TrampleHandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>42.000000</damagecap>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Herdable">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="LivestockPen">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1666" name="deREVVaquero">
    <dbid>2237</dbid>
    <displaynameid>80981</displaynameid>
    <editornameid>80982</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>80980</rollovertextid>
    <shortrollovertextid>25629</shortrollovertextid>
    <initialhitpoints>180.0000</initialhitpoints>
    <maxhitpoints>180.0000</maxhitpoints>
    <los>20.0000</los>
    <autoattackrange>20.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>10.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>deRevVaquero.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>11.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RepeatingRangedAttack</name>
      <damage>4.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <minrange>2.000000</minrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">1.600000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Herdable">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="LivestockPen">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1667" name="deREVStarTrekWagon">
    <dbid>2238</dbid>
    <displaynameid>90314</displaynameid>
    <editornameid>90315</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\revolution\star_trek_wagon\star_trek_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\villagers\covered_wagon\covered_wagon_icon_64.png</icon>
    <minimapicon>ui\minimap\s</minimapicon>
    <portraiticon>resources\art\units\villagers\covered_wagon\covered_wagon_portrait.png</portraiticon>
    <rollovertextid>90312</rollovertextid>
    <shortrollovertextid>90313</shortrollovertextid>
    <initialhitpoints>450.0000</initialhitpoints>
    <maxhitpoints>450.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>35.0000</trainpoints>
    <buildlimit>10</buildlimit>
    <cost resourcetype="Wood">250.0000</cost>
    <bounty>25.0000</bounty>
    <buildbounty>25.0000</buildbounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <maxcontained>20</maxcontained>
    <containedspeedbonus>0.2</containedspeedbonus>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.5000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>Economic</unittype>
    <unittype>Transport</unittype>
    <flag>ShowGarrisonButton</flag>
    <flag>AllowAutoGarrison</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <flag>CantBeSlowed</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <contain>AbstractVillager</contain>
    <contain>deHomesteadWagon</contain>
    <tactics>trekwagon.tactics</tactics>
    <protoaction>
      <name>RangedAttack</name>
      <damagebonus type="AbstractArtillery">0.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damage>9.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>22.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1668" name="deREVProspectorWagon">
    <dbid>2239</dbid>
    <displaynameid>91655</displaynameid>
    <editornameid>90342</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\supply_cart\supply_cart_gold.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\factory_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\factory_wagon_portrait.png</portraiticon>
    <rollovertextid>91654</rollovertextid>
    <shortrollovertextid>91653</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>3</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractWagon</unittype>
    <train row="0" page="6" column="0">deREVMineDiamondBuildable</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="deREVMineDiamondBuildable">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1669" name="deREVMineDiamondBuildable">
    <dbid>2240</dbid>
    <displaynameid>90316</displaynameid>
    <editornameid>90317</editornameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\gold_mine\silver_mine.xml</animfile>
    <impacttype>Stone</impacttype>
    <placementfile>coppermine.xml</placementfile>
    <icon>resources\art\buildings\gold_mine\gold_mine_icon_64x64.png</icon>
    <minimapicon>ui\minimap\minimap_gold</minimapicon>
    <portraiticon>resources\art\buildings\gold_mine\gold_mine_portrait.png</portraiticon>
    <rollovertextid>43843</rollovertextid>
    <shortrollovertextid>43842</shortrollovertextid>
    <los>18.0000</los>
    <initialresource resourcetype="Gold">100000.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <minimapcolor red="0.8900" blue="0.2500" green="0.7000">
    </minimapcolor>
    <gathererlimit>20</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>NatureClass</unittype>
    <unittype>MinedResource</unittype>
    <unittype>AbstractMine</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Tracked</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
  </unit>
  <unit id="1670" name="deREVVoluntarioBatch">
    <dbid>2241</dbid>
    <displaynameid>90318</displaynameid>
    <populationcount>9</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\colonial_militia_icon.png</icon>
    <portraiticon>resources\art\units\colonial_militia_portrait.png</portraiticon>
    <rollovertextid>44371</rollovertextid>
    <shortrollovertextid>44370</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>146.0000</trainpoints>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1671" name="deREVPirateBatch">
    <dbid>2242</dbid>
    <displaynameid>46130</displaynameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\spc\pirates\pirate_icon.png</icon>
    <portraiticon>resources\art\units\spc\pirates\pirate_portrait.png</portraiticon>
    <rollovertextid>46129</rollovertextid>
    <shortrollovertextid>46128</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>48.0000</trainpoints>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Gold">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1672" name="deREVJagunco">
    <dbid>2243</dbid>
    <displaynameid>90325</displaynameid>
    <editornameid>90326</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>6.5000</maxvelocity>
    <maxrunvelocity>8.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>90324</rollovertextid>
    <shortrollovertextid>90327</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>15.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Hand" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractHeavyCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>deREVJagunco.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>13.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>18.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractHeavyInfantry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Herdable">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="LivestockPen">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1673" name="deCrateofFoodAmerican">
    <dbid>2244</dbid>
    <displaynameid>26021</displaynameid>
    <editornameid>33048</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>26020</rollovertextid>
    <shortrollovertextid>26019</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1674" name="deCrateofWoodAmerican">
    <dbid>2245</dbid>
    <displaynameid>26025</displaynameid>
    <editornameid>33052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>26024</rollovertextid>
    <shortrollovertextid>26023</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1675" name="deCrateofCoinAmerican">
    <dbid>2246</dbid>
    <displaynameid>26029</displaynameid>
    <editornameid>33044</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>26028</rollovertextid>
    <shortrollovertextid>26027</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1676" name="deStagecoach">
    <dbid>2247</dbid>
    <displaynameid>29379</displaynameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>2.4900</obstructionradiusz>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>units\trade\trade_stagecoach.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\stagecoach_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\stagecoach_portrait.png</portraiticon>
    <rollovertextid>29378</rollovertextid>
    <shortrollovertextid>29377</shortrollovertextid>
    <initialhitpoints>240.0000</initialhitpoints>
    <maxhitpoints>240.0000</maxhitpoints>
    <los>8.0000</los>
    <minimapcolor red="0.0000" blue="0.0000" green="0.0000">
    </minimapcolor>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>RailroadUnit</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NotDeleteable</flag>
    <flag>NoProjectileDamage</flag>
    <flag>NonCollideable</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1677" name="TreeAfrica">
    <dbid>2248</dbid>
    <displaynameid>25836</displaynameid>
    <editornameid>72306</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\tree_africa.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\terrain\trees\tree_icon_64.png</icon>
    <portraiticon>resources\art\terrain\trees\tree_icon_portrait.png</portraiticon>
    <rollovertextid>72307</rollovertextid>
    <shortrollovertextid>25834</shortrollovertextid>
    <initialhitpoints>6.0000</initialhitpoints>
    <maxhitpoints>6.0000</maxhitpoints>
    <bounty>0.0000</bounty>
    <initialresource resourcetype="Wood">3000.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <minimapcolor red="0.1900" blue="0.1800" green="0.2500">
    </minimapcolor>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>Tree</unittype>
    <unittype>Wood</unittype>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>HuntedResource</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NoHPBar</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>Immoveable</flag>
    <flag>Doppled</flag>
    <flag>ForceToGaia</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DontRotateObstruction</flag>
    <flag>DoppleOnlyWhenDead</flag>
    <flag>NoIdleActions</flag>
    <flag>RMCanRotate</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1678" name="deFurTrade">
    <dbid>2249</dbid>
    <displaynameid>72311</displaynameid>
    <obstructionradiusx>2.0000</obstructionradiusx>
    <obstructionradiusz>2.0000</obstructionradiusz>
    <placementobstructionradiusx>5.0000</placementobstructionradiusx>
    <placementobstructionradiusz>5.0000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\trading_lodge\trading_lodge.xml</animfile>
    <impacttype>Wood</impacttype>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>tribalmarketplace.xml</placementfile>
    <icon>resources\art\buildings\trading_lodge\trading_lodge_icon.png</icon>
    <portraiticon>resources\art\buildings\trading_lodge\trading_lodge_portrait.png</portraiticon>
    <rollovertextid>72313</rollovertextid>
    <shortrollovertextid>72312</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <bounty>0.0000</bounty>
    <buildbounty>5.0000</buildbounty>
    <cost resourcetype="Wood">25.0000</cost>
    <resourcesubtype>Gold</resourcesubtype>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>10</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeVillagersRespondToAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <tech row="0" page="2" column="0">DEBigTribalMarketplaceCoopHaudenosaunee</tech>
    <tech row="0" page="2" column="0">DEBigTribalMarketplaceCoopLakota</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ColonyBuilding</flag>
    <flag>Tracked</flag>
    <flag>NoIdleActions</flag>
    <command page="10" column="7">Delete</command>
    <tactics>deTribalMarketplace.tactics</tactics>
  </unit>
  <unit id="1679" name="deIconAmericanTravois">
    <dbid>2250</dbid>
    <portraiticon>resources\art\units\trade\barter_merchant_portrait.png</portraiticon>
  </unit>
  <unit id="1680" name="deIconAmericanStagecoach">
    <dbid>2251</dbid>
    <portraiticon>resources\art\units\trade\traveling_merchant_portrait.png</portraiticon>
  </unit>
  <unit id="1681" name="deREVGaucho">
    <dbid>2252</dbid>
    <displaynameid>80960</displaynameid>
    <editornameid>90368</editornameid>
    <populationcount>7</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>7.2500</maxvelocity>
    <maxrunvelocity>9.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\outlaws\outlaw_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>cav</physicsinfo>
    <icon>resources\art\units\spc\outlaws\outlaw_rider_icon_64x64.png</icon>
    <portraiticon>resources\art\units\spc\outlaws\outlaw_rider_portrait.png</portraiticon>
    <rollovertextid>80959</rollovertextid>
    <shortrollovertextid>80958</shortrollovertextid>
    <initialhitpoints>225.0000</initialhitpoints>
    <maxhitpoints>225.0000</maxhitpoints>
    <los>16.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>HandCombative</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>24.0000</bounty>
    <buildbounty>24.0000</buildbounty>
    <cost resourcetype="Gold">120.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.3000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractCavalry</unittype>
    <unittype>AbstractLightCavalry</unittype>
    <unittype>AbstractRangedCavalry</unittype>
    <unittype>AbstractGunpowderCavalry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>deREVGaucho.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>12.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>7.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <damage>16.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractHeavyCavalry">3.000000</damagebonus>
      <damagebonus type="AbstractCoyoteMan">2.500000</damagebonus>
      <damagebonus type="AbstractVillager">0.500000</damagebonus>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="Llama">5.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Gather</name>
      <rate type="Herdable">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.100000</rate>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="LivestockPen">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1682" name="deCrateofFoodMaghreb">
    <dbid>2253</dbid>
    <displaynameid>67713</displaynameid>
    <editornameid>67714</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>67712</rollovertextid>
    <shortrollovertextid>67711</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1683" name="deCrateofWoodMaghreb">
    <dbid>2254</dbid>
    <displaynameid>67717</displaynameid>
    <editornameid>67718</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>67716</rollovertextid>
    <shortrollovertextid>67715</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1684" name="deCrateofCoinMaghreb">
    <dbid>2255</dbid>
    <displaynameid>67709</displaynameid>
    <editornameid>67710</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>67708</rollovertextid>
    <shortrollovertextid>67707</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Tracked</flag>
    <flag>NotPlayerPlaceable</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1685" name="SPCDEUncleFrankHorse">
    <dbid>2256</dbid>
    <displaynameid>72451</displaynameid>
    <editornameid>72452</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\uncle_frank\spc_uncle_frank_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</icon>
    <portraiticon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>72453</rollovertextid>
    <shortrollovertextid>72453</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractHandCavalry</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>xpsiouxwarchief.tactics</tactics>
    <protoaction>
      <name>Build</name>
      <rate type="TradingPost">5.000000</rate>
      <rate type="TownCenter">2.000000</rate>
      <rate type="WarHut">2.000000</rate>
      <rate type="ArtilleryDepot">2.000000</rate>
      <rate type="Corral">2.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>15.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
      <damagecap>60.000000</damagecap>
      <damagebonus type="Building">1.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
    </protoaction>
    <protoaction>
      <name>Heal</name>
      <rate type="LogicalTypeHealed">50.000000</rate>
    </protoaction>
    <protoaction>
      <name>SwashbucklerAttack</name>
      <damage>50.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>2.000000</rof>
      <damagecap>100.000000</damagecap>
      <damagebonus type="AbstractVillager">0.250000</damagebonus>
      <damagearea>3.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
      <damagebonus type="Guardian">3.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1686" name="IGCDEUncleFrankHorse">
    <dbid>2257</dbid>
    <displaynameid>72451</displaynameid>
    <editornameid>72458</editornameid>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Mobile</formationcategory>
    <maxvelocity>8.1000</maxvelocity>
    <maxrunvelocity>10.1000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\uncle_frank\igc_uncle_frank_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</icon>
    <portraiticon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</portraiticon>
    <selectionpriority>5</selectionpriority>
    <rollovertextid>72453</rollovertextid>
    <shortrollovertextid>72453</shortrollovertextid>
    <initialhitpoints>1000.0000</initialhitpoints>
    <maxhitpoints>1000.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>20.0000</trainpoints>
    <buildlimit>1</buildlimit>
    <bounty>100.0000</bounty>
    <cost resourcetype="Gold">200.0000</cost>
    <rechargetime>10.0000</rechargetime>
    <allowedage>0</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractCavalry</unittype>
    <train row="0" page="6" column="1">TradingPost</train>
    <train row="0" page="6" column="0">TownCenter</train>
    <train row="0" page="6" column="3">NatBlowgunAmbusher</train>
    <train row="0" page="6" column="2">WarDog</train>
    <train row="0" page="6" column="4">NatClubmanLoyal</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>RotateInPlace</flag>
    <flag>NotDeleteable</flag>
    <flag>ForceBuildingData</flag>
    <flag>KnockoutDeath</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="11" column="0">Abilities</command>
    <tactics>handcavalry.tactics</tactics>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>6.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagecap>50.000000</damagecap>
      <damagebonus type="Guardian">3.000000</damagebonus>
      <damagearea>1.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1687" name="IGCTeepee">
    <dbid>2258</dbid>
    <displaynameid>43669</displaynameid>
    <editornameid>72457</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\IGC_tepee\IGC_tepee.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1688" name="IGCDEUncleFrank">
    <dbid>2259</dbid>
    <displaynameid>72451</displaynameid>
    <editornameid>72454</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>3.0000</maxvelocity>
    <maxrunvelocity>5.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\uncle_frank\igc_uncle_frank.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</icon>
    <portraiticon>resources\art\units\spc\uncle_frank\uncle_frank_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="1689" name="IGCXPWhiteMountedChayton">
    <dbid>2260</dbid>
    <displaynameid>47217</displaynameid>
    <editornameid>72468</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.5000</maxvelocity>
    <maxrunvelocity>9.5000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\spc\chayton\igc_chayton_white_horse.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\spc\alain\alain_igc_icon.png</icon>
    <portraiticon>resources\art\units\spc\alain\alain_igc_portrait.png</portraiticon>
    <initialhitpoints>170.0000</initialhitpoints>
    <maxhitpoints>170.0000</maxhitpoints>
    <los>24.0000</los>
    <unitaitype>Hero</unitaitype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Military</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>Hero</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="4">SetHomeCityGatherPoint</command>
    <tactics>SPChero.tactics</tactics>
  </unit>
  <unit id="1690" name="DESPCHouseEthiopian">
    <dbid>2261</dbid>
    <displaynameid>72469</displaynameid>
    <editornameid>72470</editornameid>
    <populationcapaddition>10</populationcapaddition>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings/spc/africa_east/house_eth.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>house</physicsinfo>
    <placementfile>buildingsmall.xml</placementfile>
    <icon>resources\art\buildings\eth_hut_icon.png</icon>
    <portraiticon>resources\art\buildings\eth_hut_portrait.png</portraiticon>
    <rollovertextid>48429</rollovertextid>
    <shortrollovertextid>48428</shortrollovertextid>
    <initialhitpoints>1200.0000</initialhitpoints>
    <maxhitpoints>1200.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>10.0000</buildpoints>
    <buildlimit>20</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <builderlimit>8</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractHouse</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Building</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>ColonyBuilding</flag>
    <flag>ColonyPlacementL</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1691" name="DESPCPropsNativeCasualties">
    <dbid>2262</dbid>
    <displaynameid>72471</displaynameid>
    <editornameid>72472</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>units\spc\native_casualties\native_casualties.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>Invulnerable</flag>
    <flag>OrientUnitWithGround</flag>
  </unit>
  <unit id="1692" name="deMosqueEntry">
    <dbid>2263</dbid>
  </unit>
  <unit id="1693" name="deChurchEntry">
    <dbid>2264</dbid>
  </unit>
  <unit id="1694" name="deFurTradeTravois">
    <dbid>2265</dbid>
    <displaynameid>72540</displaynameid>
    <editornameid>72541</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\trade\indian_travois\native_travois.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\travois_icon_64.png</icon>
    <portraiticon>resources\art\units\trade\travois_icon_portrait.png</portraiticon>
    <rollovertextid>72543</rollovertextid>
    <shortrollovertextid>72542</shortrollovertextid>
    <initialhitpoints>150.0000</initialhitpoints>
    <maxhitpoints>150.0000</maxhitpoints>
    <los>8.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>30.0000</trainpoints>
    <bounty>30.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Economic</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CannotConvertHill</unittype>
    <train row="0" page="6" column="0">deFurTrade</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>nativebuilder.tactics</tactics>
    <protoaction>
      <name>Build</name>
    </protoaction>
  </unit>
  <unit id="1695" name="deCrateofFish">
    <dbid>2266</dbid>
    <displaynameid>91761</displaynameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\art\units\animals\fish\cod_icon_64x64.png</icon>
    <portraiticon>resources\art\units\animals\fish\cod_portrait.png</portraiticon>
    <rollovertextid>91781</rollovertextid>
    <shortrollovertextid>91780</shortrollovertextid>
    <initialhitpoints>10.0000</initialhitpoints>
    <maxhitpoints>10.0000</maxhitpoints>
    <los>1.0000</los>
    <initialresource resourcetype="Food">100.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <buildlimit>8</buildlimit>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Food</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractInfiniteCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <flag>InvulnerableToAreaDamage</flag>
    <command page="10" column="7">Delete</command>
    <tactics>crateinfinite.tactics</tactics>
    <protoaction>
      <name>AutoGatherFood</name>
      <rate type="Food">1.000000</rate>
    </protoaction>
  </unit>
  <unit id="1696" name="SPCBanditTent">
    <dbid>2267</dbid>
    <displaynameid>72523</displaynameid>
    <editornameid>72524</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\spc\tents_bandit\tents_bandit.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\buildings\spc\tents\largetent_icon_64x64.png</icon>
    <portraiticon>resources\art\buildings\spc\tents\largetent_portrait.png</portraiticon>
    <rollovertextid>46794</rollovertextid>
    <shortrollovertextid>46793</shortrollovertextid>
    <initialhitpoints>400.0000</initialhitpoints>
    <maxhitpoints>400.0000</maxhitpoints>
    <los>12.0000</los>
    <bounty>115.0000</bounty>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NoIdleActions</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>InitialGarrisonOnly</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1697" name="TradeCrateofFood">
    <dbid>2268</dbid>
    <displaynameid>26021</displaynameid>
    <editornameid>33048</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>26020</rollovertextid>
    <shortrollovertextid>26019</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1698" name="TradeCrateofWood">
    <dbid>2269</dbid>
    <displaynameid>26025</displaynameid>
    <editornameid>33052</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>26024</rollovertextid>
    <shortrollovertextid>26023</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <flag>ObscuredByUnits</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1699" name="TradeCrateofCoin">
    <dbid>2270</dbid>
    <displaynameid>26029</displaynameid>
    <editornameid>33044</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>26028</rollovertextid>
    <shortrollovertextid>26027</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Resource</unittype>
    <unittype>Gold</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <flag>NotDeleteable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1700" name="TradeCrateofXP">
    <dbid>2271</dbid>
    <displaynameid>31180</displaynameid>
    <editornameid>32715</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food.xml</animfile>
    <icon>resources\images\icons\command\generate_fame_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_fame_portrait.png</portraiticon>
    <rollovertextid>38244</rollovertextid>
    <shortrollovertextid>38245</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="XP">85.0000</initialresource>
    <resourcesubtype>Fame</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>Food</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1701" name="ypTradeCrateofCoin">
    <dbid>2272</dbid>
    <displaynameid>67709</displaynameid>
    <editornameid>67710</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_coin_small.xml</animfile>
    <icon>resources\images\icons\command\generate_coin_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_coin_portrait.png</portraiticon>
    <rollovertextid>67708</rollovertextid>
    <shortrollovertextid>67707</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Gold">85.0000</initialresource>
    <resourcesubtype>Gold</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractCoinCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Gold</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1702" name="ypTradeCrateofFood">
    <dbid>2273</dbid>
    <displaynameid>67713</displaynameid>
    <editornameid>67714</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_food_small.xml</animfile>
    <icon>resources\images\icons\command\generate_food_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_food_portrait.png</portraiticon>
    <rollovertextid>67712</rollovertextid>
    <shortrollovertextid>67711</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Food">85.0000</initialresource>
    <resourcesubtype>meat</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Food</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Resource</unittype>
    <unittype>Unit</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractFoodCrate</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1703" name="ypTradeCrateofWood">
    <dbid>2274</dbid>
    <displaynameid>67717</displaynameid>
    <editornameid>67718</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood_small.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>67716</rollovertextid>
    <shortrollovertextid>67715</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">85.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <unittype>Unattackable</unittype>
    <unittype>Wood</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1704" name="deIconSPCMercHussar">
    <dbid>2275</dbid>
    <icon>resources\art\units\cavalry\light_cavalry\light_cavalry_icon_merc.png</icon>
    <portraiticon>resources\art\units\cavalry\light_cavalry\light_cavalry_portrait_merc.png</portraiticon>
  </unit>
  <unit id="1705" name="deIconSPCMercDragoon">
    <dbid>2276</dbid>
    <icon>resources\art\units\cavalry\dragoon\dragoon_icon_merc.png</icon>
    <portraiticon>resources\art\units\cavalry\dragoon\dragoon_portrait_merc.png</portraiticon>
  </unit>
  <unit id="1706" name="deIconSPCMercStradiot">
    <dbid>2277</dbid>
    <icon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_icon_merc.png</icon>
    <portraiticon>resources\art\units\mercenaries\balkan_stradiot\balkan_stradiot_portrait_merc.png</portraiticon>
  </unit>
  <unit id="1707" name="deIconSPCMercFusilier">
    <dbid>2278</dbid>
    <icon>resources\art\units\fusilier_icon_merc.png</icon>
    <portraiticon>resources\art\units\fusilier_portrait_merc.png</portraiticon>
  </unit>
  <unit id="1708" name="deIconSPCMercCuirassier">
    <dbid>2279</dbid>
    <icon>resources\art\units\cavalry\cuirassier\cuirassier_icon_merc.png</icon>
    <portraiticon>resources\art\units\cavalry\cuirassier\cuirassier_portrait_merc.png</portraiticon>
  </unit>
  <unit id="1709" name="GatherFlagMilitaryNaval">
    <dbid>2280</dbid>
    <displaynameid>72550</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>objects\gather_point_flags\gather_point_flag_naval.xml</animfile>
    <icon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</icon>
    <portraiticon>resources\images\icons\portraits\buildings\homecity_waterspawn_flag_icon.png</portraiticon>
    <civflagoverride>objects\flags\naval_military_gather_point_flag_BaseColor</civflagoverride>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <flag>AlwaysFullColorAsCursor</flag>
    <flag>NoUnitAI</flag>
    <flag>TieToWaterSurface</flag>
    <flag>NotSearchable</flag>
    <flag>Immoveable</flag>
    <flag>NotSelectable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>NonCollideable</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
  </unit>
  <unit id="1710" name="CommunityPlaza">
    <dbid>2281</dbid>
    <displaynameid>72505</displaynameid>
    <obstructionradiusx>3.0000</obstructionradiusx>
    <obstructionradiusz>3.0000</obstructionradiusz>
    <placementobstructionradiusx>7.5000</placementobstructionradiusx>
    <placementobstructionradiusz>7.5000</placementobstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_civs\dance_pit\dance_pit_lit.xml</animfile>
    <deadreplacement>BuildingRubble3x3</deadreplacement>
    <deadreplacementlifespan>15</deadreplacementlifespan>
    <impacttype>Wood</impacttype>
    <physicsinfo>mill</physicsinfo>
    <placementfile>communityplaza.xml</placementfile>
    <icon>resources\art\buildings\community_plaza_icon.png</icon>
    <portraiticon>resources\art\buildings\community_plaza_portrait.png</portraiticon>
    <rollovertextid>72506</rollovertextid>
    <shortrollovertextid>43963</shortrollovertextid>
    <initialhitpoints>1500.0000</initialhitpoints>
    <maxhitpoints>1500.0000</maxhitpoints>
    <los>12.0000</los>
    <buildpoints>20.0000</buildpoints>
    <buildlimit>1</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>20.0000</buildbounty>
    <cost resourcetype="Wood">100.0000</cost>
    <buildingworkrate>1.0000</buildingworkrate>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.0000">
    </armor>
    <gathererlimit>25</gathererlimit>
    <builderlimit>10</builderlimit>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Resource</unittype>
    <unittype>Building</unittype>
    <unittype>ColonyBuilding</unittype>
    <unittype>Economic</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>AbstractCommunityPlaza</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractFindOtherEconomicBuilding</unittype>
    <tech row="0" page="2" column="0">BigFirepitSecretSociety</tech>
    <tech row="0" page="2" column="0">BigFirepitBattleAnger</tech>
    <tech row="0" page="2" column="0">BigFirepitFounder</tech>
    <tech row="0" page="2" column="0">deBigFirePitRoyalFestival</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>StartsAtFullEfficiency</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>UnlimitedSupply</flag>
    <flag>ColonyBuilding</flag>
    <flag>HasGatherPoint</flag>
    <flag>Tracked</flag>
    <command page="9" column="0">Tactic14</command>
    <command page="9" column="2">Tactic16</command>
    <command page="9" column="3">Tactic17</command>
    <command page="9" column="4">Tactic18</command>
    <command page="9" column="1">Tactic19</command>
    <command page="9" column="2">Tactic15</command>
    <command page="9" column="3">deTacticWarChiefDanceInca</command>
    <command page="9" column="3">Tactic26</command>
    <command page="9" column="6">Tactic32</command>
    <command page="9" column="3">Tactic30</command>
    <command page="9" column="3">Tactic31</command>
    <command page="9" column="5">Tactic28</command>
    <command page="9" column="6">Tactic27</command>
    <command page="9" column="6">deTacticHolyDanceLakota</command>
    <command page="9" column="10">deTacticSupayDance</command>
    <command page="9" column="10">Tactic25</command>
    <command page="9" column="10">Tactic24</command>
    <command page="9" column="8">Tactic23</command>
    <command page="9" column="7">Tactic22</command>
    <command page="9" column="9">Tactic21</command>
    <command page="9" column="10">Tactic20</command>
    <command page="9" column="7">deTacticMoonDance</command>
    <command page="9" column="6">deTacticHolyDanceInca</command>
    <command page="10" column="3">SetGatherPointMilitary</command>
    <command page="10" column="2">SetGatherPointEconomy</command>
    <command page="10" column="7">Delete</command>
    <tactics>communityplaza.tactics</tactics>
  </unit>
  <unit id="1711" name="deNizam">
    <dbid>2282</dbid>
    <displaynameid>80598</displaynameid>
    <editornameid>80599</editornameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Ranged</formationcategory>
    <maxvelocity>4.2500</maxvelocity>
    <maxrunvelocity>6.2500</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\infantry_ranged\nizam\nizam.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\infantry_ranged\nizam\nizam_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\nizam\nizam_portrait.png</portraiticon>
    <rollovertextid>91812</rollovertextid>
    <shortrollovertextid>44370</shortrollovertextid>
    <initialhitpoints>210.0000</initialhitpoints>
    <maxhitpoints>210.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <trainpoints>34.0000</trainpoints>
    <bounty>12.0000</bounty>
    <buildbounty>12.0000</buildbounty>
    <cost resourcetype="Food">90.0000</cost>
    <cost resourcetype="Gold">25.0000</cost>
    <allowedage>2</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Unit</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractGunpowderTrooper</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <command page="11" column="1">Abilities</command>
    <tactics>nizam.tactics</tactics>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>25.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>DefendHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>DefendRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.600000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StandGroundRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>15.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>MeleeHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>StaggerRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractArtillery">2.000000</damagebonus>
      <damagebonus type="AbstractSiegeTrooper">2.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyHandAttack</name>
      <damage>15.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <damagebonus type="AbstractCavalry">2.000000</damagebonus>
      <damagebonus type="AbstractLightInfantry">1.500000</damagebonus>
    </protoaction>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>12.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="AbstractInfantry">2.000000</damagebonus>
    </protoaction>
  </unit>
  <unit id="1712" name="DELauncherGrenade">
    <dbid>2283</dbid>
    <displaynameid>23515</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>25.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\grenade.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
  </unit>
  <unit id="1713" name="UnderbrushBlackhills">
    <dbid>2284</dbid>
    <displaynameid>72557</displaynameid>
    <editornameid>72558</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>terrain\underbrush\underbrush_blackhills.xml</animfile>
    <unittype>EmbellishmentClass</unittype>
    <flag>NoHPBar</flag>
    <flag>Immoveable</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>ForceToGaia</flag>
    <flag>NotSelectable</flag>
    <flag>NoUnitAI</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>NonCollideable</flag>
    <flag>VariationLocked</flag>
    <flag>Invulnerable</flag>
    <flag>ObscuresUnits</flag>
    <flag>DestroyUnderBuilding</flag>
  </unit>
  <unit id="1714" name="DEMillWagon">
    <dbid>2285</dbid>
    <displaynameid>72561</displaynameid>
    <editornameid>72562</editornameid>
    <obstructionradiusx>0.9900</obstructionradiusx>
    <obstructionradiusz>0.9900</obstructionradiusz>
    <formationcategory>Protected</formationcategory>
    <maxvelocity>4.0000</maxvelocity>
    <maxrunvelocity>6.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>5.0000</turnrate>
    <animfile>units\villagers\covered_wagon\covered_wagon.xml</animfile>
    <impacttype>Wood</impacttype>
    <icon>resources\art\units\trade\spc_wagon_icon_64x64.png</icon>
    <portraiticon>resources\art\units\trade\spc_wagon_portrait.png</portraiticon>
    <rollovertextid>72564</rollovertextid>
    <shortrollovertextid>72563</shortrollovertextid>
    <initialhitpoints>250.0000</initialhitpoints>
    <maxhitpoints>250.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>Civilian</unitaitype>
    <trainpoints>60.0000</trainpoints>
    <bounty>60.0000</bounty>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <allowedage>0</allowedage>
    <armor type="Siege" value="0.2000">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>Economic</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>CannotConvertHill</unittype>
    <unittype>AbstractWagon</unittype>
    <unittype>ConvertsHerds</unittype>
    <train row="0" page="6" column="0">Mill</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>DeadReplacementWhenDestroyed</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="1">Stop</command>
    <command page="10" column="7">Delete</command>
    <tactics>coveredwagon.tactics</tactics>
  </unit>
  <unit id="1715" name="deIconSettlerNativeAztec">
    <dbid>2300</dbid>
    <icon>resources\art\units\native_villager_aztec_icon.png</icon>
    <portraiticon>resources\art\units\native_villager_aztec_portrait.png</portraiticon>
  </unit>
  <unit id="1716" name="SMIncanCookpotWoman">
    <dbid>2301</dbid>
    <displaynameid>37492</displaynameid>
    <editornameid>72583</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_cookpot_woman.xml</animfile>
    <animstatemachine>sm_incan_cookpot</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1717" name="SMIncanMixerPokerWoman">
    <dbid>2302</dbid>
    <displaynameid>37496</displaynameid>
    <editornameid>72584</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_mixer_poker_woman.xml</animfile>
    <animstatemachine>sm_incan_mixer_poker</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1718" name="SMIncanPickerWoman">
    <dbid>2303</dbid>
    <displaynameid>37498</displaynameid>
    <editornameid>72585</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <animfile>buildings\native_settlement\sm_incan_picker_woman.xml</animfile>
    <animstatemachine>sm_incan_picker_sitting</animstatemachine>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <los>0.0000</los>
    <unittype>Nature</unittype>
    <unittype>NatureClass</unittype>
    <unittype>Unit</unittype>
    <unittype>EmbellishmentClass</unittype>
    <flag>Immoveable</flag>
    <flag>DontRotateObstruction</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DieAtZeroResources</flag>
    <flag>ForceToGaia</flag>
    <flag>NoHPBar</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DontSortAlphaPolys</flag>
    <flag>PlaceAnywhere</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>VisibleUnderFog</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1719" name="deIconREVHajduk">
    <dbid>2286</dbid>
    <icon>resources\art\units\revolution\hajduk_icon.png</icon>
    <portraiticon>resources\art\units\revolution\hajduk_portrait.png</portraiticon>
  </unit>
  <unit id="1720" name="deAbilityJavelin">
    <dbid>2287</dbid>
    <displaynameid>23928</displaynameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\javelin.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoUnitAI</flag>
    <flag>Invulnerable</flag>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
  </unit>
  <unit id="1721" name="Ball">
    <dbid>2288</dbid>
    <displaynameid>22885</displaynameid>
    <editornameid>22890</editornameid>
    <obstructionradiusx>0.1000</obstructionradiusx>
    <obstructionradiusz>0.1000</obstructionradiusz>
    <maxvelocity>60.0000</maxvelocity>
    <movementtype>air</movementtype>
    <animfile>effects\projectiles\ball.xml</animfile>
    <lifespan>2.0000</lifespan>
    <los>0.0000</los>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Projectile</unittype>
    <flag>NoIdleActions</flag>
    <flag>NonCollideable</flag>
    <flag>DestroyProjectile</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NotSearchable</flag>
    <flag>Projectile</flag>
    <flag>NoTieToGround</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>NotSelectable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NoHPBar</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DontRotateObstruction</flag>
    <flag>AdjustPositionOnTerrainCollision</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>Invulnerable</flag>
    <flag>NoUnitAI</flag>
    <flag>InvulnerableIfGaia</flag>
  </unit>
  <unit id="1722" name="deIconREVHungarianHussar">
    <dbid>2289</dbid>
    <icon>resources\art\units\revolution\hungarian_hussar_icon.png</icon>
    <portraiticon>resources\art\units\revolution\hungarian_hussar_portrait.png</portraiticon>
  </unit>
  <unit id="1723" name="deIconREVChileanHussar">
    <dbid>2290</dbid>
    <icon>resources\art\units\revolution\death_hussar_icon.png</icon>
    <portraiticon>resources\art\units\revolution\death_hussar_portrait.png</portraiticon>
  </unit>
  <unit id="1725" name="deIconREVWallachianHorseArcher">
    <dbid>2291</dbid>
    <icon>resources\art\units\revolution\wallachian_horse_archer_icon.png</icon>
    <portraiticon>resources\art\units\revolution\wallachian_horse_archer_portrait.png</portraiticon>
  </unit>
  <unit id="1726" name="deIconREVDorobant">
    <dbid>2292</dbid>
    <icon>resources\art\units\revolution\dorobant_icon.png</icon>
    <portraiticon>resources\art\units\revolution\dorobant_portrait.png</portraiticon>
  </unit>
  <unit id="1727" name="deIconREVRosior">
    <dbid>2293</dbid>
    <icon>resources\art\units\revolution\rosior_dragoon_icon.png</icon>
    <portraiticon>resources\art\units\revolution\rosior_dragoon_portrait.png</portraiticon>
  </unit>
  <unit id="1728" name="deIconREVIndependenceDragoon">
    <dbid>2294</dbid>
    <icon>resources\art\units\revolution\independence_dragoon_icon.png</icon>
    <portraiticon>resources\art\units\revolution\independence_dragoon_portrait.png</portraiticon>
  </unit>
  <unit id="1729" name="deIconREVKarelianJaeger">
    <dbid>2295</dbid>
    <icon>resources\art\units\revolution\karelian_jaeger_icon.png</icon>
    <portraiticon>resources\art\units\revolution\karelian_jaeger_portrait.png</portraiticon>
  </unit>
  <unit id="1730" name="NativeKallanka">
    <dbid>2296</dbid>
    <displaynameid>25912</displaynameid>
    <editornameid>72610</editornameid>
    <subciv>Incas</subciv>
    <civflagoverride>objects\flags\inca</civflagoverride>
    <obstructionradiusx>4.0000</obstructionradiusx>
    <obstructionradiusz>5.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\native_settlement\native kallanka.xml</animfile>
    <icon>resources\art\units\natives\native_villager_icon_64x64.png</icon>
    <portraiticon>resources\art\units\natives\native_villager_icon_portrait.png</portraiticon>
    <initialhitpoints>1560.0000</initialhitpoints>
    <maxhitpoints>1560.0000</maxhitpoints>
    <los>9.0000</los>
    <buildpoints>5.0000</buildpoints>
    <buildingworkrate>1.0000</buildingworkrate>
    <minimapcolor red="1.0000" blue="1.0000" green="1.0000">
    </minimapcolor>
    <unittype>LogicalTypeValidSabotage</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeShipsAndBuildings</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWallsOrGroves</unittype>
    <unittype>Building</unittype>
    <unittype>Unattackable</unittype>
    <unittype>NativeBuilding</unittype>
    <unittype>BuildingClass</unittype>
    <flag>FlattenGround</flag>
    <flag>Doppled</flag>
    <flag>PaintTextureWhenPlacing</flag>
    <flag>InvulnerableIfGaia</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>ObscuresUnits</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>SelectWithObstruction</flag>
    <flag>HideHitpointsIfGaia</flag>
    <flag>RMCanRotate</flag>
    <flag>NoHPBar</flag>
    <flag>HasGatherPoint</flag>
    <flag>VisibleUnderFogIfGaia</flag>
    <flag>ForceToGaia</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>Tracked</flag>
  </unit>
  <unit id="1731" name="deCrateofWoodLarge400">
    <dbid>2297</dbid>
    <displaynameid>31767</displaynameid>
    <editornameid>33053</editornameid>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <maxrunvelocity>0.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <animfile>buildings\props_colony\crate_wood.xml</animfile>
    <icon>resources\images\icons\command\generate_wood_icon.png</icon>
    <portraiticon>resources\images\icons\command\generate_wood_portrait.png</portraiticon>
    <rollovertextid>91815</rollovertextid>
    <shortrollovertextid>31765</shortrollovertextid>
    <los>1.0000</los>
    <initialresource resourcetype="Wood">400.0000</initialresource>
    <resourcesubtype>Wood</resourcesubtype>
    <allowedage>0</allowedage>
    <decay delay="0.0000" duration="0.0000">
    </decay>
    <gathererlimit>8</gathererlimit>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>AbstractResourceCrate</unittype>
    <unittype>AbstractWoodCrate</unittype>
    <unittype>Unattackable</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Wood</unittype>
    <unittype>Unit</unittype>
    <unittype>Resource</unittype>
    <flag>ObscuresUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>Immoveable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>RMCanRotate</flag>
    <flag>Doppled</flag>
    <flag>SelectWithObstruction</flag>
    <flag>NoBloodOnDeath</flag>
    <flag>NoHPBar</flag>
    <flag>Invulnerable</flag>
    <flag>DoNotDieAtZeroHitpoints</flag>
    <flag>DieAtZeroResources</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>DoNotValidateResourceInventory</flag>
    <flag>ObscuredByUnits</flag>
    <flag>Tracked</flag>
    <command page="10" column="7">Delete</command>
  </unit>
  <unit id="1732" name="deCaroleanBatch">
    <dbid>2298</dbid>
    <displaynameid>91506</displaynameid>
    <populationcount>1</populationcount>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <idletimeout>5.0000</idletimeout>
    <formationcategory>Body</formationcategory>
    <maxvelocity>7.0000</maxvelocity>
    <maxrunvelocity>9.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</animfile>
    <icon>resources\art\units\infantry_ranged\carolean\carolean_icon.png</icon>
    <portraiticon>resources\art\units\infantry_ranged\carolean\carolean_portrait.png</portraiticon>
    <rollovertextid>91509</rollovertextid>
    <shortrollovertextid>91508</shortrollovertextid>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <los>9.0000</los>
    <trainpoints>10.0000</trainpoints>
    <bounty>44.0000</bounty>
    <buildbounty>44.0000</buildbounty>
    <cost resourcetype="Food">100.0000</cost>
    <allowedage>1</allowedage>
    <armor type="Ranged" value="0.1000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidSharpshoot</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>AbstractBannerArmy</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotPlayerPlaceable</flag>
    <flag>AllowOverPopCap</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>bannerArmy.tactics</tactics>
    <protoaction>
      <name>VolleyRangedAttack</name>
      <damage>20.000000</damage>
      <damagetype>Ranged</damagetype>
      <minrange>2.000000</minrange>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
    </protoaction>
  </unit>
  <unit id="1733" name="deIconREVMetisPathfinder">
    <dbid>2299</dbid>
    <icon>resources\art\units\revolution\metis_pathfinder_icon.png</icon>
    <portraiticon>resources\art\units\revolution\metis_pathfinder_portrait.png</portraiticon>
  </unit>
  <unit id="1734" name="deIconMedicineManLakota">
    <dbid>2300</dbid>
    <icon>resources\art\units\sx_priest_icon.png</icon>
    <portraiticon>resources\art\units\sx_priest_portrait.png</portraiticon>
  </unit>
  <unit id="1735" name="ypSPCHuang2">
    <dbid>1600</dbid>
    <displaynameid>99999</displaynameid>
    <editornameid>99998</editornameid>
    <obstructionradiusx>0.4900</obstructionradiusx>
    <obstructionradiusz>0.4900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>5.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\huang\spc_huang.xml</animfile>
    <impacttype>Flesh</impacttype>
    <icon>resources\art\units\asians\spc\huang\huang_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\huang\huang_icon_portrait.png</portraiticon>
    <rollovertextid>63563</rollovertextid>
    <shortrollovertextid>63562</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>24.0000</los>
    <autoattackrange>16.0000</autoattackrange>
    <unitaitype>RangedCombative</unitaitype>
    <bounty>40.0000</bounty>
    <allowedage>0</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>Hero</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>AbstractCavalryInfantry</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <train row="0" page="0" column="2">NatBlowgunAmbusher</train>
    <train row="0" page="0" column="2">NatClubmanLoyal</train>
    <train row="0" page="6" column="0">TradingPost</train>
    <train row="0" page="0" column="1">ypChuKoNu</train>
    <train row="0" page="0" column="2">ypQiangPikeman</train>
    <train row="0" page="0" column="3">ypChangdao</train>
    <train row="0" page="0" column="4">ypArquebusier</train>
    <train row="0" page="0" column="5">jinyiwei</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>NotDeleteable</flag>
    <flag>KnockoutDeath</flag>
    <flag>RotateInPlace</flag>
    <flag>Tracked</flag>
    <command page="10" column="0">Garrison</command>
    <command page="11" column="0">Abilities</command>
    <command page="10" column="1">Stop</command>
    <tactics>ypspchuang.tactics</tactics>
    <protoaction>
      <name>ArrowAttack</name>
      <damage>24.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Outpost">2.500000</rate>
      <rate type="TradingPost">5.000000</rate>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>14.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
      <hitpercent>20.000000</hitpercent>
      <damagemultiplier>2.000000</damagemultiplier>
      <hitpercenttype>CriticalAttack</hitpercenttype>
    </protoaction>
    <protoaction>
      <name>HeavenlyFireBomb</name>
      <damage>250.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Building">3.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
    <protoaction>
      <name>HeavenlyTreeBomb</name>
      <damage>20.000000</damage>
      <damagetype>Siege</damagetype>
      <maxrange>16.000000</maxrange>
      <rof>3.000000</rof>
      <damagebonus type="Nature">10.000000</damagebonus>
      <damagearea>4.000000</damagearea>
      <damageflags>GAIAEnemy</damageflags>
    </protoaction>
  </unit>
  <unit id="1736" name="jinyiwei">
    <dbid>1116</dbid>
    <displaynameid>99997</displaynameid>
    <editornameid>99996</editornameid>
    <populationcount>2</populationcount>
    <obstructionradiusx>0.7900</obstructionradiusx>
    <obstructionradiusz>0.7900</obstructionradiusz>
    <formationcategory>Body</formationcategory>
    <maxvelocity>8.0000</maxvelocity>
    <maxrunvelocity>7.0000</maxrunvelocity>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <animfile>units\asians\spc\jinhai\spc_jinhai.xml</animfile>
    <impacttype>Flesh</impacttype>
    <physicsinfo>dude</physicsinfo>
    <icon>resources\art\units\asians\spc\jinhai\jinhai_icon_64.png</icon>
    <portraiticon>resources\art\units\asians\spc\jinhai\jinhai_icon_portrait.png</portraiticon>
    <rollovertextid>99995</rollovertextid>
    <shortrollovertextid>99996</shortrollovertextid>
    <initialhitpoints>500.0000</initialhitpoints>
    <maxhitpoints>500.0000</maxhitpoints>
    <los>18.0000</los>
    <projectileprotounit>InvisibleProjectile</projectileprotounit>
    <unitaitype>RangedCombative</unitaitype>
    <buildlimit>5</buildlimit>
    <bounty>40.0000</bounty>
    <buildbounty>10.0000</buildbounty>
    <cost resourcetype="Gold">200.0000</cost>
    <allowedage>3</allowedage>
    <armor type="Hand" value="0.4000">
    </armor>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeLandMilitary</unittype>
    <unittype>LogicalTypeScout</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>AbstractHeavyInfantry</unittype>
    <unittype>AbstractInfantry</unittype>
    <unittype>Military</unittype>
    <unittype>UnitClass</unittype>
    <unittype>Unit</unittype>
    <unittype>HasBountyValue</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>ConvertsHerds</unittype>
    <unittype>AbstractRangedInfantry</unittype>
    <flag>CollidesWithProjectiles</flag>
    <flag>ApplyHandicapTraining</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>ConstrainOrientation</flag>
    <flag>OrientUnitWithGround</flag>
    <flag>Tracked</flag>
    <command page="10" column="1">Stop</command>
    <command page="10" column="0">Garrison</command>
    <command page="10" column="7">Delete</command>
    <tactics>ypspcjinhai.tactics</tactics>
    <protoaction>
      <name>ArrowAttack</name>
      <damage>50.000000</damage>
      <damagetype>Ranged</damagetype>
      <maxrange>38.000000</maxrange>
      <rof>1.5.000000</rof>
      <damageflags>Enemy</damageflags>
      <damagebonus type="AbstractArtillery">8.000000</damagebonus>
    </protoaction>
    <protoaction>
      <name>BuildingAttack</name>
      <damage>150.000000</damage>
      <damagetype>Siege</damagetype>
      <rof>3.000000</rof>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <damage>14.000000</damage>
      <damagetype>Hand</damagetype>
      <rof>1.500000</rof>
    </protoaction>
  </unit>
</proto>